Medium Undead, Neutral Evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 15 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws WIS +0
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the Watery Dead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Water Dead drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Watery Grasp (Recharge 5–6). Tendrils of water explode out of the body of the Watery Dead in a 15-foot radius centered on the Watery Dead, evaporating away after 1 minute.

For the duration, the area within a 15-foot radius of the Water Dead counts as difficult terrain corporeal creatures. In addition, each creature of the Watery Dead's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Description

The Watery Dead are bloated, half rotting corpses animated to un-life by a Drowned spirit. They move with a jerky, uneven gait. They are clad in the sodden apparel they wore when when drowned, and carry the stench of decay.

Habitat: Urban

Llewinidas

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