Monster
Water Weird
Official reference · MM · 2014
- Creature type
- Elemental
- Size
- Large
- Armor class
- 13
- Hit points
- 58 (9d10 + 9)
- Speed
- Swim 60 ft.
- Challenge rating
- 3
- Alignment
- Neutral
- Strength
- 17
- Dexterity
- 16
- Constitution
- 13
- Intelligence
- 11
- Wisdom
- 10
- Charisma
- 10
- Passive Perception
- 10
- Senses
- blindsight 30 ft.
- Languages
- understands Aquan but doesn't speak
- Resistances
- fire, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Traits
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.