Sensible cutie. The Bath Beast or Tub toddler will only attack a creature that attacked it. It'll also refuse to attack if it believes it's unsafe. It'll believe it's unsafe when:
1. They can see one of the creatures that attacked it after it lost 80% of it's max HP.
2. They can see a creature that dealt damage to it equalling 30% or more of it's max HP.
3. They're near a terrain or object that it believes may deal damage. Weather it believes a terrain or object may deal damage is up to the DM's deaccession.
Tub tantrum. Every time a Tub Toddler takes damage they must role a D10. If a 10 is rolled this way, they may ignore the rules of Sensible cutie for 20 minutes. If they are already ignoring the rules of Sensible cutie, rolling a 10 from this effect will reset how long the 20 minutes not add to it.
Cast iron cauldron. For every 5 ac the Bath Beast will decrease all damage it takes by 3. For every 10 ac the Tub Toddler will decrease all damage it takes by 1.
Shower of mist. These creatures can secrete a mist that lightly obscures vision in a 40 ft sphere if they believe that they're unsafe. The mist will disappear after 2 rounds or 15 seconds outside of combat. Bath Beasts can use this ability on their turn every 5 rounds or every minute outside of combat while Tub Toddlers can only use this ability on their turn once every 15 rounds or every 3 minutes outside of combat.
Sauna sense. Once per the Bath Beast's and Tub Toddler's turn, if their lid is closed and they are within mist, they can make a wisdom check. If it gets a 10 or higher it knows the exact location, species and tools of all creatures that aren't airborne within a 80 feet radius. It vibrates and makes a cute grumble sound that can be heard within 15 feet.
Closed lid. On the Bath Beast's and Tub Toddler's turn, they may close their lid. They will also immediately close their lid after taking damage or if they move. When the Bath Beast's lid is closed it gains +5 temporary ac while the Tub Toddler only gains +3 temporary ac. In this stance neither can preform attack actions. They can't enter this stance while already in it. If their lid is closed for 5 days they will die.
Tipped Trash. Upon taking 50% or more of their max HP as damage in a single hit or if they move. They'll tip over on to their round side. They can't return to being upright unless helped by another creature. They know when they're tipped and won't open their lid until they are up right. If the lid is opened all water will gush out.
Hot Spring. Body Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4 + 2 bludgeoning damage. The Bath beast moves forward 9ft and hits a 6ft x 6ft radius in the direction of it's target. They will not use this attack unless they have lost 70% of their max HP.
Soaking Slap. Hand Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
Bowl roll. Pick 1 target within view. The Bath Beast or the Tub Toddler will roll 100 feet in a direct line towards them, only stopping if it hits the target or a solid object. If they would hit the target, the target must make a dexterity saving throw of 15 or higher.
Upon failure the target takes 3d6 +8 bludgeoning damage if hit by a bath beast. If they fail the role to a Tub Toddler then they take 3d6 bludgeoning damage.
Upon success they takes half the respected damage that they would have taken on a failed roll.
If the bath beast hits a solid object 1st than it stops where it is and takes 1d8 bludgeoning damage. Tub Toddlers will take 1d10 bludgeoning damage and bounce 5 feet backwords in the opposite direction, upon hitting a solid object.
Open lid. On the Bath Beast's and Tub Toddler's turn, if they think they're safe these creatures may use a bonus action to open their lid. They can't enter this stance if already in it. Any bonus ac gained by the closed lid stance will be removed but they regain the ability to preform attack actions.
Wash worry. These creatures may close their lid as a reaction.
Rinsed retaliation. As long as the Bath beast hasn't used Wash worry as a reaction in the same turn, the bath beast may use a reaction to preform any of their attacks. It won't be able to use Wash worry until their next turn.
Description
The liquideons are a humanoid race that can can control water.
A liquideon grows taller by 0.08 ft for every year it's alive. They also grow wider by 0.02 ft and longer by 0.005 ft every year it's alive. Having a lifespan of 0 to 100 years old, they will not stop growing until 1 to 2 days after death.
At 0 to 6 years old a liquideon is commonly named a bubble baby. They have their own stat block that is not a part of this one.
At 7 to 13 years old a liquideon enters their cocoon stage, becoming what's commonly named as a Tub Toddler.
At 14 to 20 years old, a Bath Beast is the most poplar name for the middle of a liquideon's cocoon stage.
Both Tub Toddlers and Bath beast have an appearance similar to a human of the same age with a few key differences. Those differences being that they have gills on their thighs, they have scales the same colour as when they were born and their feet are chemically bonded to their shell. The shell they have is in the shape of a barrel common to the time period they're in that is the same Hight as them.
For a Tub Toddler the barrel is long and wide enough to allow them and a small or tiny creature creature to be in it while having enough space for the water to enter their gills.
A Bath Beast's barrel is long and wide enough to allow them and a medium or smaller creature creature to be in it while having enough space for the water to enter their gills.
Both Tub Toddlers and Bath Beasts also have a lid that's the same in material and colour as their shell. The shell is fused to 1 of their hands and can cover the hole in their shell.
Their shell and lid changes over 3 days into a colour depending on their environment.
Costal = blue.
Grassland = dark green.
Hill = brown.
Urban = lime green.
All other environments = black.
Bath Beasts and Tub Toddlers require 0.04 x their age litters of water per minute or to enter their gills. Unlike a human or other living beings, their heartbeat isn't triggered by electrical impulses but instead the water that enters their gills pumps their heart then enters their bladder. If their heart doesn't receive the water to pump it then they will die after 1 minute. Their bladder can hold 5 hours worth of water. These creatures never get thirsty or need to drink as long as their heart is pumping.
Despite this they can still drowned.
Due to the natural proficiency to water magic that Bath Beasts and Tub Toddlers have, they will comfortably, constantly and passively create 2 pillars of water (1 to each side of and 1 feet away from their hips) that collectively shoot 0.041 x their age litters per minute downwards without tiering from it or thinking about it. Their barrel collects the water is shot downwards.
They can not control the water's movement but they can create up to 0.6 x their age litters of water a minute and/or rise the temperature of the water to melt ice half their barrel's worth of ice. (only if ice is within their barrel), both passively.
Raising the temperature of the water or creating more than 0.041 x their age litters of water per minute for more than 3 minutes will add 1 tired counter. They can't receive a tired counter if they received one less than an hour before.
Upon receiving their 1st tired counter, they will lose the ability to critical hit. Receiving their 3rd tired counter will make them unable to role with advantage. upon acquiring the 4th tired counter, they have disadvantage on all rolls. The 5th time getting a tired counter will make all of their pluses into minuses and if they receive their 6th tired counters they will die.
After 24 hours of receiving the last tired counter, all tired counters and their effects will be removed.
At 21 to death, they're commonly called a goo gatherer, a solvent soldier, a liquid lord or an elixir empress depending on their role. They have their own stat blocks that are not a part of this one.
If the water is frozen they lose 1D8 HP every turn (6 seconds).
Previous Versions
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