Large Elemental, Neutral
AC 13    Initiative +3 (13)
HP 58 (9d10 + 9)
Speed 0 ft., Swim 60 ft.
Mod Save
STR 17 +3 +3
DEX 16 +3 +3
CON 13 +1 +1
Mod Save
INT 11 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Resistances Acid, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft.; Passive Perception 10
Languages Aquan Understands but can't speak
CR 3 (XP 700; PB +2)
Traits

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

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

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the water weird can't constrict another target.

Drown. The water weird attempts to pull a grappled creature into its body. If the target is a Medium or smaller creature, it is pulled into the water weird's space and begins to drown. At the start of each of the water weird's turns, the creature takes 10 (2d6 + 3) bludgeoning damage. The creature can't breathe while drowning in this way. The creature can escape by taking an action to make a DC 13 Strength (Athletics) check, freeing itself on a success.

Description

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Saoirenn

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