Armor Class 13
Hit Points 65 (10d10 + 10)
Speed 5 ft., swim 60 ft.
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Blindsight 30 ft., passive Perception 10
Languages understands Primordial but can't speak
Challenge 3
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. m +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.
Monster Manual (2024), p. 323