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.