Large Elemental, Neutral
AC 13    Initiative +3 (13)
HP 75 (10d10 + 20)
Speed 5 ft., Swim 60 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 14 +2 +2
Mod Save
INT 11 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Vulnerabilities Lightning
Resistances Bludgeoning, Fire, Piercing, Slashing
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Primordial but can’t speak
CR 5 (XP 1,800; PB +3)
Traits

Invisible in Water. The water weird has the Invisible condition 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.

Amorphous.  The water weird may originate its attack from within the water source up to 20 ft. from itself.

Actions

Multiattack. The Water Weird makes two water spike attacks. It may replace one water spike attack with surge.

Water Spike. Ranged Attack Roll: +5, Range 30/60 ft. Hit: 10 (2d6 + 3) Cold damage. Hit or miss, the spike then explodes. The target and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 2d6 Cold damage.

Surge. Melee Attack Roll: +5, reach 10 ft. Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends.

Habitat: UnderdarkUrban

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