Large Elemental, Neutral
Armor Class 12 Natural
Hit Points 51 (6d10 + 18)
Speed 30 ft., Swim 90 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 feet., Passive Perception 10
Languages All Understands the languages of it's creator, but cannot speak.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Water Form. The awakened liquid can enter a hostile creature's space and stop there.  It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. Unless noted otherwise, if the awakened liquid takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Liquid Type. The creature has a specific characteristics depending on the liquid that was used upon its creation.

Fresh Water - The fresh water awakened liquid can use half its movement to fall prone and cover a 10 ft. radius area on the ground.  During this state, it can still attack with disadvantage, and creatures starting their turn or entering the area, need to succeed on a DC13 Dexterity saving throw or fall prone.  The creature can use half its movement again to reassemble itself.

Polluted Water- While a target is grappled by the awakened liquid, he has to succeed on a DC13 Constitution saving throw or contract Sewer Plague.

Alcohol- While a target is grappled by the liquid, he has to succeed on a C13 Constitution saving throw or become poisoned for 1 hour.

Blood- The awakened liquid has an extra 4d6 HP.  It can use an action to inflict 1d6 damage upon itself, and splash part of itself onto creatures in a 10 ft. cone.  Targets hit by the blood need to succeed on a DC13 Dexterity saving throw or be restrained, as the blood coagulates and hardens on them.  This effect stays until the end of the awakened liquid's next turn.

Actions

Multiattack. The awakened liquid makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 

Whelm (Recharge 4-6). Each creature in the awakened liquid's space must make a DC13 Strength saving throw.  On a failure, a target takes 7 (1d8 + 3) bludgeoning damage.  If it is larger or smaller, it is also grappled (escape DC13).  Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water.  If the saving throw is successful, the target is pushed out of the awakened liquid's space.  The awakened liquid can grapple one large creature or up to two medium or smaller creatures at one time.  At the start of each of the awakened liquid's turns, each target grappled by it takes 7 (1d8 + 3) bludgeoning damage.  A creature within 5 feet of the awakened liquid can pull a creature out of it by taking an action to make a DC13 Strength and succeeding.

Description

Something between an elemental and construct, the awakened liquid is a product, or byproduct more accurately, of experiments, and in some rare cases, bad luck.

Often confused with water elementals, at least in their freshwater and saltwater form, they look like amorphous medium sized moving lumps of liquid.  They don't appear to have feet, but rather slither and drag themselves forward as they move.  However, if one is perceptive and imaginative enough, they may see hands and even a head with eyes and mouth on the otherwise abstract watery form, and especially around token in the chest area.

The token is its life force.  These liquids awaken when a specific magic amulet is submerged in the substance one wishes to awaken.  Then the liquid materializes around the token and follows the commands of its creator, or defends itself if no command is given.

No one knows how many of these magic tokens exist in the world, but research suggests at least 100 were created, and from them only 1 or 2 can still awaken liquids, while the rest belong to renegade awakened liquids.

Although the awakened liquid can only stay alive for 1 minute, or until the medallion is pulled from its chest, certain mishaps have happened where liquids renegaded against their creators and run away, still terrorizing sewers, lakes, seas and anywhere else their liquid of origin can exist.  Unfortunately for adventurers and looters alike, this renegade act has taken a toll on the amulet, and if thee otherwise permanent liquids die, their amulets are nothing more than cheap jewelry.

The awakened liquid, no matter the liquid of origin, has no needs or goals of its own.  It is hostile because that's how it was first conceived.  It will protect it's creator at any cost, until the threat is gone or it dies trying.  For the wild, it's the same, but they seem to have a hatred against all humanoids.  Researchers believe this hatred to be a byproduct of their creation and rebellion.

FragranceMan

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