Liquid. If this creature is destroyed all substances that are of its state are destroyed instantly, they will be forced back into existence once this creature has regenerated. Also this creature can teleport to any liquid and shift its substance to any other in the form of a liquid.
- Liquid solid form. If this creature is in the form of a liquid metal then any creature that touches it rolls a Dex check (DC 19) on a fail they take 50 fire damage and any flammable substances on the creature are set alight on a success they take half damage and don't suffer the effect. Immunity - fire, cold, bludgeoning, piercing and slashing from non-magical, non-adamantine weapons.
- liquid form. This creature has resistance to all damage, spell attacks and when this creature takes acid or poison it heals the same amount of damage as it would have taken.
- Liquid gas form. If this creature is in the form of a liquid metal then any creature that touches it rolls a Dex check (DC 19) on a fail they take 60 cold damage and has their speed reduced by 20ft on a success they take half damage and don't suffer the effect. Immunity - fire, cold
Immortal. 1d4 days after this creature is killed it regenerates with a different random alignment
Regeneration. 1d4 days after this creature is killed it regenerates with a different random alignment
Shifting personality. After 100 years of the same alignment is will shift to a different random alignment.
Spellcasting. The Awakened state is a 10th-level spellcaster. Its spellcasting ability is wisdom (spell save DC (natural 20), +23 to hit with spell attacks). The Awakened state has following Wizard spells prepared:
Cantrips (at will): All
1st level (at will): All
2nd level (at will): All
3nd level (at will): All
4th level (at will): All
5th level (at will): All
6th level (10 slots): All
7th level (9 slots): All
8th level (7 slots): All
9th level (4 slots): All
Form shift. Shifts to another form e.g. liquid solid form.
Whelm. Melee Weapon Attack: +20 to hit, reach 10 ft., 5 targets. Hit: 120(10d20 + 20) magical bludgeoning damage. +10 fire damage if in liquid solid form, +10 cold damage if in liquid gas form and +10 bludgeoning damage if in liquid form.
Water projectile. Ranged Weapon Attack: +10 to hit, range 100/200 ft., 3 targets. Hit: # (10d12 + 10) [damage type] damage. +7 fire damage if in liquid solid form, +7 cold damage if in liquid gas form and +7 bludgeoning damage if in liquid form.
Block. Once per round, when being attacked The Awakened state reduces the damage by 30
Engulf. 3 times per round, after using whelm, The Awakened state sucks in the characters it is attacking. The creatures make a Dex or Str check on a fail they are sucked into the Awakened state. They can repeat this check on their turn, every round on the character's turn they take 20 bludgeoning damage while inside the Awakened state.
The Awakened state can take 7 legendary actions, choosing from the options below. The Awakened state regains spent legendary actions at the start of its turn.
Teleport. (1 action) The Awakened state can move to any liquid
Whelm. (2 actions)
Cast spell. (2 actions)
Form shift. (1 action)
Water projectile. (2 actions)
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