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Water Weird

Large elemental, Neutral

Armor Class 13

Hit Points 58 (9d10 + 9)

Speed swim 60 ft.

STR 17 (+3)
DEX 16 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 10 (+0)
CHA 10 (+0)

Damage Resistances fire, [object Object]

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious

Senses blindsight 30 ft., passive Perception 10

Languages understands Aquan but doesn't speak

Challenge 3

Invisible in Water. The water weird is invisible 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.

Actions

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

Source

Monster Manual (2014), p. 299