Large Elemental (Water), Neutral Evil
Armor Class 15 Natural
Hit Points 146 (14d10 + 62)
Speed 20 ft., Swim 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +7, CON +6
Skills Athletics +8, Perception +6
Damage Vulnerabilities Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 60 ft., Passive Perception 16
Languages Aquan understands but doesn’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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: +8 to hit, reach 10 ft., one creature. Hit: 26 (3d6 + 4) bludgeoning damage plus (3d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 16) 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

Corrupted water weird is a water weird that was left to guard long after its summoner has been killed. The long isolation and abandonment twisted their minds and made them vulnerable to corrupted magic and other influences. The corruption twisted their minds and bodies, making them unhinged, aggressive and much more dangerous.

Evil incarnate. The corruption turned the water weird into a twisted, evil elemental. It no longer remembers its original nature, and cannot be reasoned with. It kills its victims for pleasure and sustains itself on their drowned bodies as they decay inside of them. 

Corrupted Elemental Nature. While the water weird doesn’t require air, food, drink, or sleep, it gets stronger by devouring living things. If a creature dies of drowning inside the water weird, the water weird gains 1d10 permanent hit points.

Habitat: SwampUnderdarkUrban

NimrodYanai

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