| 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 |
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.
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 13), and it has the Restrained condition until the grapple ends.
Abyssal Whispers. (Recharge 5-6) When the water weird begins its turn while grappling a target it can, as a bonus action, infuse the surrounding waters with abyssal power and cause maddening whispers to flood the targets mind. the target must make a WIS saving throw (DC 14) or take 4d6 Psychic Damage on a failed save (half damage on a successful save)
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