Can turn into a gas, plasma, liquid.
Lasts for 1d10 rounds, or until Entropy decides to change back.
Can do this twice per long rest.
GAS
Boon
Can move around anywhere — through the smallest of cracks, etc.
Can not be harmed (but can be contained).
Bane
Can’t wield things. Can’t cast spells.
Density
Can’t control density. Roll 1d12:
1 to 5: heavier than air
6 to 7: same density as air
8 to 12: lighter than air
Liquid
The liquid always regenerates from separation.
Boon
Can asphyxiate someone — Con save, DC of 10 + Entropy’s Dex Bonus + Entropy’s Proficiency bonus (currently 14). On a failed save, the target passes out for 1D6 rounds. When Entropy makes this attack, he has to make a DC 12 Dex Save or suffer 1D4 damage.
Can breathe and move in water — speed is up to ½ flying speed (relative to speed of water).
Bane
On land, Entropy can’t move uphill.
Plasma
Glows, and is extremely hot.
Boon
Unarmed attacks do an extra 1d6 fire damage. Entropy is resistant to bludgeoning, piercing, and slashing damage. Non-magic weapons used to attack Entropy have a 20% chance of disintegrating each time they strike him.
Bane
After assuming this state, Entropy supercools for ½ as many rounds as he was in the plasma state. While supercooled, he is unable to move or attack. In this state, he is still resistant to bludgeoning, piercing, and slashing damage.
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