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Water Weird


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Water Weird

Large elemental, neutral
Armor Class 13
Hit Points 58 (9d10 + 9)
Speed Swim: 60ft

STR
17 +3
DEX
16 +3
CON
13 +1
INT
11 0
WIS
10 0
CHA
10 0

Damage Resistances Fire, Bludgeoning, Piercing, and Slashing (from no-magical damage)
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Restrained, Prone, Unconscious
Senses Blindsight 30ft., passive perception 10
Languages Aquan (Doesn't Speak)
Challenge 3


Invisible in water. The water weird is invisible while fully immersed in water.   Water Bound. The water 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: (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 cannot constric another target.


 

A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentile shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.

Good and Evil Weirds. Like most elemental, a water weird has no concept of good and evil. However a water weird bound to a sacred or befouled source of water begins to take the nature of that site, becoming neutral good or neutral evil.

A neutral good water weird tries to frighten away the interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell.
Elemental Nature A water weird doesn't require air, food, drink, or sleep.

Water

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