The Aethervale

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monster

Water Weird

Water Weird
Water Weird
CR 3
Large Elemental, Neutral
Reveal Stat Block
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

Traits

Invisible in Water.The water weird has the Invisible|XPHB 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. ({@damage 3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled|XPHB condition (escape 13), and it has the Restrained|XPHB condition until the grapple ends.

Water Weird

Water Weird

Servant of Primeval Magic

Serpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils.

Water weirds might protect a site for generations and learn much about their surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don't speak, they often communicate using spouts of water or objects submerged in their pools.

Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life!