Large Elemental, Neutral
Armor Class 13
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 --
Challenge 3 (700 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

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.

Description

The Big Water Slurpent is a magical creature that has lived within the Big Water for centuries. It was created by a wizard to guard the tower that has long since sunk into the Big Water. Many goblins have seen the slurpent and have run away. Many goblins believe that it likes to eat goblins.

The Big Water Slurpent is dangerous if goblins go snooping around the Big Water. But there are ways to get around it if you do one of the following:

  • Sing it a song (gotta really sing your goblin heart out!)
  • Feed it some tasty goblin pie (it better be a good one!)
  • Hold up a mirror and show it its reflection (it is a lonely slurpent)

Source: Adventure with MUK - An Adventure Activity Book

Habitat: UnderdarkUrban

TheGr33nB3an

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