5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Elementals >

Water Weird

Large elemental, chaotic evil

Armor Class 14 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

Skills Perception +6, Stealth +6
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Aquan
Challenge 4 (1,100 XP)

Special Traits

  • Ambusher. In the first round of a combat, the water weird has advantage on attack rolls against any creature it has surprised.
  • Surprise Attack. If the water weird surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
  • Water Invisibility. The water weird is completely invisible while fully submerged in water.
  • Water Bound. If the pool to which it is bound is destroyed, or the water weird leaves the pool, it dies.

Actions

  • Multiattack. The water weird makes one Slam attack and one Constrict attack.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  • Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 14) and pulled 10 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.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene