DUMB DECISION TTRPG · Library

Water Weird

Large elemental, Neutral

Armor Class 13

Hit Points 65 (10d10 + 10)

Speed 5 ft., swim 60 ft.

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

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.

Actions

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.

Source

Monster Manual (2024), p. 323