| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 18 | +4 | +7 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Amorphous Form. The weird can move through a space as narrow as 1 inch width without squeezing.
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. However, due to ash corruption, its pond is shrinking reducing its maximum HP by 5 per hour if the corruption isn’t halted.
Ash-Infused Body. Creatures that grappled or hit by the weird take 3 (1d6) necrotic damage at the start of their turns as ash seeps into their wounds.
Grief Frenzy (Triggered). When reduced below half HP, the weird enters a frenzy:
- Gains advantage on attack rolls
- Deals +5 damage on attacks
- Suffers −2 AC
Its form becomes violently unstable—water whipping and boiling with black ash.
Multiattack. The weird makes two Constrict attacks.
Constrict. Melee Attack Roll: +7, reach 10 ft. Hit: 12 (2d6 + 5) Bludgeoning damage +7 (2d6) necrotic damage and if the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15), and it has the Restrained condition and the weird can't constrict another target until the grapple ends.
Ash Surge (Recharge 5-6). The weird releases a burst of corrupted water in a 15-foot radius. Creatures must make a DC 15 Constitution save or take 21 (6d6) Necrotic damage on a fail, or half on a success. On a fail, creatures are also Blinded until the end of their next turn by swirling ash water.
Drowning Embrace. If a creature is Grappled at the start of the weird's turn, the target must succeed on a DC 15 Constitution save or begin suffocating as they are unable to breathe.
Description
A once-serene guardian twisted by grief, ash, and a dying bond.
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