Medium Elemental, Neutral
Armor Class 14 Natural armor
Hit Points 58 (9d10 + 9)
Speed 30 ft., Fly 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
20 (+5)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +5, INT +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 30 ft., Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Digest. If the water weird has anyone restricted inside of it, they automatically take  

Magic Resistance. The weave weird has advantage on saving throws against spells and other magical effects.

Vanish In Stillness. The weave weird turns invisible if it spends its turn taking no actions and moving no more than half its speed. This condition ends if the weird takes a reaction or automatically at the start of its turn.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 13 (3d6 + 3) force damage. If the target is Medium or smaller, it is grappled (escape DC 13) and absorbed inside the weave weird. Until this grapple ends, the target is restrained, the weave weird tries to crush and suffocate it, and the weave weird can’t constrict another target.

Description

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 serpentine 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 elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil.

A neutral good water weird tries to frighten away 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.

Habitat: UnderdarkUrban

rampagerussian

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