Water Weird
Large Elemental
, Neutral
• Armor Class: 13
• Hit Points: 58 (9d10+9)
• Speed: 0 ft., swim 60 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
16 (+3) |
13 (+1) |
11 (+0) |
10 (+0) |
10 (+0) |
• Condition Immunities:
exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
• Resistances:
fire; bludgeoning, piercing, and slashing from nonmagical weapons
• Senses:
blindsight 30 ft.
• Languages:
understands Aquan but doesn't speak
• Challenge:
3 (700 XP)
• Environments:
Cave, Coast, Forest, Mountain, Planar, Swamp, Underground
• Invisible in Water:
The water weird is invisible while fully immersed in water.
• Water Bound:
The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
• Constrict:
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.