Monster
Water Weird
Official reference · XMM · 2024
- Creature type
- Elemental
- Size
- Large
- Armor class
- 13
- Hit points
- 65 (10d10 + 10)
- Speed
- Walk 5 ft., 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 Primordial but can't speak
- Resistances
- fire
- Immunities
- poison
- Condition Immunities
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Traits
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
Melee Attack: +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.