Medium Elemental, Neutral
Armor Class 12
Hit Points 40 (8d8 + 8)
Speed 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 30ft, Passive Perception 10
Languages Aquan Understands Aquan but doesn't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Hidden in Water: The weak water weird is considered heavily obscured when immersed in water.

Water Bound: The weak water weird dies if it leaves a body of water or if the body of water it is in is destroyed.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 2) [damage type] damage.  If the target is Small or smaller, it is grappled and pulled 5ft towards the weak water weird.  While grappling, the weak water weird can't constrict another target.

Description

Weak water weirds are less powerful versions of the simple water elementals which can be summoned for various purposes.  Like any elemental, the weak water weird can push through the elemental cracks which form in the Material Plane in the presence of special magic.

Thoronbar

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