Large Elemental, Neutral
Armor Class 13
Hit Points 33 (6d10)
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 Acid, Poison
Senses Blindsight 30 ft., Passive Perception 10
Languages Aquan understands but doesn’t speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Invisible in Acid. The water weird is invisible while fully immersed in Acid.

Acid Bound. The water weird dies if it leaves the acid to which it is bound or if that acid is destroyed.

Actions

Choke. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) acid damage. If the target is Medium or smaller, it must succeed on a DC 14 dexterity saving throw or the weird jumps into the target and must make a DC 14 constitution check or start to choke and have the weird in their torso. While in the torso the weird is restrained, the target takes 2 (1d4) acid damage at the start of the weird's turn. The weird can only choke on target at a time.

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.

Acidic Weirds. A acidic water weird is a water weird but engulfed in acid instead of water. Acidic Weirds jump into the target's body and starts burning them from the inside out. Acidic weirds are commonly found in younger black dragon's lairs, created by their breath weapons.

Habitat: UnderdarkUrban

inew

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