Large Elemental, Neutral Evil
Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 0 ft., Swim 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 30 ft., Passive Perception 10
Languages Aquan understands but doesn’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Blinding Spray.  The weirdling spits a spray of water in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw or be blinded until the end of the weirdling’s next turn.

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 16 (3d8 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the aqua weirdling. Until this grapple ends, the target is restrained, the aqua weirdling tries to drown it, and the aqua weirdling can’t constrict another target.

Description

A snake-like creature, translucent and seemingly made of water, bursts up from the depths of the well. Its sapphire eyes blaze with energy.

From the Secrets of Mistcutter Isle Adventure.

Habitat: CoastalSwampUnderdarkUnderwaterUrban

sauercarey

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