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Dren

Awakened ooze, custom sentient shapeshifter · Sorcerer 20, custom ooze-blooded origin · Level 20

Dren

Canal warden, floodworks engineer, and occasional crisis mediator
“I remember the shape of it”
AC19
HP310/310
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice seems to come from a resonant chest that he does not truly possess: clear, rounded, and lightly grainy, with a faint watery resonance on sibilants. Years of shouting measurements across flood channels gave it an easy carrying force. He speaks at a steady pace, clipping technical instructions short while allowing personal stories to wander.

He speaks in measured, practical sentences shaped by years of reading maps aloud and calling instructions over rushing water. His vocabulary is exact, especially about distance, pressure, and direction, but he pauses over idioms as if testing their structural strength. When amused, he lets out a soft, bubbling chuckle that surprises people who expected a human laugh.

Speech patterns

Frames a difficult choice as a practical question, then waits for the answer without rushing the speaker.
Uses precise measurements and water metaphors, often without noticing that he has done so.
Says 'I remember the shape of it' when he cannot recall a name or face.
With frightened children, he narrates what his hands are doing before he moves them.

How to play them

Meet Dren as a practical, attentive civic guardian rather than a grandstanding archmage. He offers useful help freely, but asks visitors to explain who might be harmed by their plans. Earn his trust by involving affected people in decisions, especially Iven. If the party pursues the cistern, he will share maps and knowledge while insisting that any exploration include a plan to protect possible survivors.

Goal

Stop the demolition of the old floodworks long enough to uncover the cistern's origins and make the town's water system safe.

Motivation

Protect the people who live downstream, uncover the truth of his transformation, and build a community where being different does not make someone a public hazard.

Secret · GM only

Appearance

At first glance Dren resembles a young human man, smooth-faced and unhurried, but his outline has the unsettling precision of a reflection trying to remember its owner. His skin has the translucent, deep-water sheen of blue glass, with pale silver currents drifting beneath it whenever he moves. His hair is a soft, coherent crest of the same substance, lifting and settling a beat after his head turns. He walks with careful, economical steps, though his shoulders and elbows briefly liquefy when he slips past a crowded chair. His palms are broad and glossy, ridged with fine, permanent whorls like the inside of a shell; they leave a faint clean mineral scent, like rain striking hot stone. The unexpected detail is a little paper bead tied around one wrist, made by a child in the mill district and carefully kept dry inside his body.

Clothing

A dark, high-collared surveyor's coat tailored with flexible seams, a belt of brass measuring tools, and sturdy boots he wears by choice rather than need. The coat is patched at the cuffs and smells faintly of wet wool.

Body language

He keeps his hands visible and open, perhaps to reassure people who fear what his body can do. When listening, he leans forward without seeming to shift his feet; his head tilts like a cup settling level. Under pressure his fingers fuse into smooth paddles, and his shoulders ripple in small waves. He never looms deliberately, but the sudden stillness of his whole body can make a room feel as if it has been held underwater.

Height
6 feet 2 inches
Build
Tall, broad-shouldered humanoid outline with a fluid, resilient core rather than visible muscle
Eyes
Pale silver-blue, with no visible pupils unless he is concentrating
Hair
Translucent blue, deepening to indigo at the roots
Skin
Translucent deep blue with silver currents and a faint opalescent sheen
Age
Adult, approximately 34 years since taking his present form
Gender
Male
Size
Medium

Distinguishing features

Silver currents drift beneath his translucent blue skin and gather into bright eddies when he is alarmed.
His broad palms bear shell-like whorls that never wrinkle, even when he reshapes them.
He carries a tiny paper bead on his wrist, protected inside a thin layer of clear slime.
He smells faintly of rain on warm stone and clean mineral water, a scent he believes is barely noticeable.

Personality

14 traits and drives

Dren is warmly curious about ordinary human routines but guarded about his own past. He can be patient with confusion and impatient with preventable cruelty. In calm company he jokes with a dry, self-deprecating wit; in danger he becomes plainspoken and decisive. He wants to be treated as a neighbor, yet instinctively positions himself as the one who must carry every risk.

Alignment
Neutral good

Quirks

Taps two fingers against a wall to estimate how much water is behind it.
Saves broken bits of pottery because he likes the different ways they catch light.
Practices human smiles in polished brass, then forgets to use them when they would help.
Calls rain by its direction and weight, such as 'westward, light and hurried.'
Whenever he enters a room, he quietly checks whether everyone has a clear path to the door.

Habits

Checks drains and gutters whenever he enters a new building, even during a social visit.
Uses humor to ease frightened people, then becomes startlingly direct when anyone is in immediate danger.
Leaves meetings to inspect water damage, but always returns and remembers exactly where the conversation stopped.
When exhausted, his face becomes less humanly expressive while the currents beneath his skin grow brighter.

Traits · 4

He is generous with practical help but uncomfortable when people praise him for it.
He is fascinated by small customs and quietly collects examples of how people make homes.
He defuses tension with wry humor, but stops joking the moment someone is in real danger.
He insists that people choose their own risks, except when someone he loves is the one choosing.

Flaws · 3

He overprotects people he rescued, especially Iven, and has difficulty accepting that they can take risks.
He treats complicated emotional conflicts as engineering problems that can be solved by finding the point of failure.
His instinct to absorb danger can put him between an ally and a threat before he has learned what the ally wants.

Fears · 3

That the hidden cistern contains more living minds, trapped and waiting.
That his memories of being human are merely convincing imitations.
That protecting people by making every decision for them will turn care into control.

Wants and needs · 4

Wants the town to preserve the old floodworks until the cistern has been investigated.
Needs Iven to make independent choices without Dren trying to manage the consequences.
Wants to know whether the minds inside the cistern can be freed.
Needs allies who will challenge him when protection becomes control.

Combat

AC 19 · HP 310 · 30 ft., climb 20 ft., swim 40 ft.

Dren starts by protecting bystanders and controlling space with Wall of Force or Hypnotic Pattern. He uses Counterspell against dangerous magic, then closes to restrain isolated foes with Engulfing Surge. He reserves high-level spells for threats that endanger the town, and will spend legendary resistance to avoid incapacitation or forced separation from allies. If outmatched, he creates an escape route and covers retreat rather than pursuing.

Dren

Medium humanoid (awakened ooze, custom sentient shapeshifter), neutral good
Armor Class19
Hit Points310
Speed30 ft., climb 20 ft., swim 40 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdomCharisma
SkillsArcanaInsightInvestigationPerceptionPersuasionSurvival
SensesDarkvision 60 ft., passive Perception 20
Languages
Common,
Draconic,
Primordial
Amorphous Body (custom): Dren can squeeze through an opening as narrow as 1 inch wide without spending extra movement, provided he is not wearing or carrying rigid gear.
Ooze Resilience (custom): Dren has resistance to acid and poison damage and advantage on saving throws against being poisoned.
Regeneration (custom): At the start of his turn, Dren regains 15 hit points if he has at least 1 hit point. This trait does not function if he took fire or radiant damage since the end of his last turn.
Spellcasting. Dren is a 20th-level sorcerer. His spellcasting ability is Charisma (spell save , to hit with spell attacks). He has 20 sorcery points and knows the Subtle Spell and Quickened Spell Metamagic options.
Legendary Resistance (3/Day): If Dren fails a saving throw, he can choose to succeed instead.
Custom Slime Shaping. Dren can reshape his body into a humanoid silhouette or a flowing mass, but cannot create functional organs, duplicate a creature's exact appearance, or produce more than one body.

Spells

Ray of Frost (cantrip, evocation). A shard of ice strikes a creature within 60 feet, dealing cold damage and reducing its speed by 10 feet until the start of Dren's next turn.
Minor Illusion (cantrip, illusion). Dren creates a sound or image within range that lasts up to 1 minute.
Message (cantrip, transmutation). Dren sends a brief telepathic message to a creature within range.
Shield (level 1, abjuration). Dren wards a creature against attacks, granting it +5 AC, including against the triggering attack, until the start of his next turn.
Counterspell (level 3, abjuration). Dren disrupts a spell being cast by a creature within range. If the spell is 3rd level or lower, it fails; for higher-level spells, Dren makes an ability check as described by the spell.
Wall of Ice (level 6, evocation). Dren creates a wall of ice on a solid surface. The wall lasts up to 10 minutes, with its exact dimensions and effects following the spell.
Wall of Force (level 5, evocation). Dren creates an invisible wall of force that can form a barrier, hemisphere, or sphere and lasts up to 10 minutes.
Hypnotic Pattern (level 3, illusion). Dren attempts to charm creatures in a 30-foot cube. Affected creatures regard him as a friendly acquaintance for up to 1 minute, subject to the spell's limitations.
Hold Monster (level 2, enchantment). Dren magically restrains a creature with spectral chains. The target makes a Wisdom saving throw to resist and can repeat the save at the end of its turns.
Wish (level 9, conjuration). Dren alters reality to produce one of the spell's effects. He most often uses it to duplicate a spell of 8th level or lower, subject to Wish's stress and other limitations.

Actions

Pseudopod Slam. Melee Spell Attack: to hit, reach 10 ft., one target. Hit: 28 () bludgeoning damage plus 18 () acid damage. Dren may pull the target up to 10 feet toward himself if it is Large or smaller.
Glacial Breath (Recharge 5-6). Dren releases a 60-foot cone of freezing mist. Each creature in the area makes a Constitution saving throw, taking 45 () cold damage on a failed save, or half as much on a success. A creature that fails also has its speed reduced by 10 feet until the end of its next turn.
Spellcasting. Dren casts one spell of 1st through 9th level from his spells list. He can cast a spell at a higher level only where its description allows it. His spell slots are those of a 20th-level sorcerer: four 1st-level, three 2nd-level, three 3rd-level, three 4th-level, three 5th-level, two 6th-level, two 7th-level, one 8th-level, and one 9th-level slot.
Engulfing Surge (Recharge 6). Dren flows around up to three creatures he can see within 30 feet. Each target must make a Dexterity saving throw or take 22 () bludgeoning damage and become grappled (escape ). Until this grapple ends, the target is restrained. Dren can grapple no more than three creatures at once.

Reactions

Liquefying Guard. When a creature Dren can see hits him with an attack, he can reduce the damage by 25 (). If this reduces the damage to 0, Dren may flow up to 10 feet without provoking opportunity attacks.
Counterspell. When Dren sees a creature within 60 feet cast a spell, he can cast Counterspell using a spell slot as normal.

Legendary Actions

Flow. Dren moves up to half his speed without provoking opportunity attacks. He may flow through a space as narrow as 1 inch during this movement.
Pseudopod. Dren makes one Pseudopod Slam attack.
Undertow (costs 2 actions). One creature Dren can see within 60 feet must succeed on a Strength saving throw or be pulled up to 20 feet toward a space Dren chooses. This movement does not provoke opportunity attacks.
Quickened Casting (costs 3 actions). Dren casts a spell of 3rd level or lower from his spells list, expending a spell slot as normal.

Services they sell

Canal and floodworks assessment
Repair of water-control structures
Safe escort through flooded passages
Emergency shelter for travelers during floods

Rewards they can give

A safe route through the old floodworks, including a map of service passages.
A carefully made water-resistant map of the region's canals and hidden springs.
Dren's help repairing a bridge, sluice, or water supply.
A rare vial of the original cistern solution, only if the party proves it can be studied without harming anyone.

Equipment

  • Surveyor's coat (clothing)A flexible, reinforced coat with hidden pockets and a stitched canal survey emblem.
  • Surveyor's instruments (tools)A brass chain, calipers, and graduated rods used for measuring canal depth and slope.
  • River-oak focus (spellcasting focus)A compact, custom-built wand of river oak that helps focus his spellcasting but is not required for his magic.
  • Paper bead (keepsake)A paper bead made by a child, sealed in a clear protective sheath within his wrist.

Possessions

Surveyor's chain and measuring rods
River-oak spellcasting focus
Hand-drawn maps of the canals and buried floodworks
Paper bead from Iven
A waterproof case holding records from the year of the flood

Background

Dren was once a human canal surveyor, a patient man who mapped watercourses for the provincial works office. During a flood, he went back into a collapsing sluice to free three trapped children and was swept into a buried alchemical cistern. The cistern's living solution absorbed his memories and reshaped him into an intelligent ooze with a humanlike form. He emerged days later carrying the children, but could not remember his own surname. He spent years learning that imitation was not the same as belonging, then used his surveyor's knowledge and growing magic to prevent the same dam from failing again. He now maintains the canals around the market town of Namar Ford, where he is both a local protector and an uncomfortable reminder of the flood. He sends supplies to the family of the children he rescued, though one of them, now an adult apprentice engineer, resents being treated as fragile. Dren is also trying to discover who built the cistern and why it was hidden beneath the floodworks. His current problem is that the provincial ministry plans to drain and demolish the old works before the next spring thaw.

Role in the story

A powerful ally, civic guardian, and potential source of unsettling clues about an ancient alchemical experiment. Dren can anchor a mystery around the buried cistern while creating a personal conflict about protection, consent, and the people who may still be trapped below.

“During a flood, he went back into a collapsing sluice to free three trapped children and was swept into a buried alchemical cistern.”
From their background
Faction
A trusted independent warden of Namar Ford's canals; formally unaffiliated with the provincial works ministry

Known connections

Iven, the adult apprentice engineer he rescued as a child, now argues with him over the coming demolition and insists on being treated as a colleague.
Tsa, a retired sluice keeper, taught Dren how to read the town's water systems and still leaves him hot tea despite knowing he cannot drink it.
The three children from the flood grew into separate lives; Dren quietly pays for their education, but only one still accepts his visits.
The provincial works ministry considers him an inconvenient witness to the buried cistern's existence.
Major secret · GM only
Minor secrets · GM only

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