Large Elemental, Neutral
Armor Class 13 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 0 ft., Swim 60 ft.
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 Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 30 ft., Passive Perception 10
Languages Aquan understands but doesn’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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. If this creature were summoned outside of water, it are bounded to the magic item that summoned it and can't move, but act like if it were grappled by the summoner.

Actions

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 grappled ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.

Habitat: UnderdarkUrban

DDLaccount

Comments

Posts Quoted:
Reply
Clear All Quotes