THE SHARED REFERENCE Adventurer

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.

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