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.
Pollution. If the Water Wierd would take at least 10 points of Acid or Poison damage which it is immune to, it becomes a Poison Weird, gaining the changes from the Poison Weird's Water Bound Feature.
Poison Bound. The poison weird dies if it leaves the toxic brew to which it is bound or if a purify food and drink spell is cast on the toxic brew.
A creature takes 10 (3d6) poison damage at the start of each of its turns while grappled by a poison weird.
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 feet 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.
Water Gun. Ranged Weapon Attack, range 60ft., One creature. Hit: 10 (2d6 + 3) bludgeoning damage.
Water Shield. Casts Shield as the 1st level Spell, gaining a +5 bonus to AC until the beginning of it's next turn.
3 Villain Actions/round
Retreat/Reposition. hides in the water and moves to another point on the map, Resurfacing requires 5 feet of movement.
Tidal wave. (Recharge 5-6)(Costs 2 actions) casts the 3rd level spell Tidal Wave.
Keelhaul. (Costs 2 actions) Slams constricted target against a wall or support for (4d6) Bludgeoning damage, Dex Save 13 halves the damage.
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.
Previous Versions
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