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Water Weird

Water Weird

 

A Water Weird is an elemental guardian bound to a specific water-filled location,such as a pool or fountain.Invisible while immersed in water,its serpentine shape becomes clear only when it emerges to attack,using its coils to crush any creature other than its summoner and those its summoner declares as off limits.When slain a Water Weird becomes an inanimate pool of water.

   
"BEFORE YOU DRINK FROM A FOUNTAIN OR POOL,TOSS A COPPER COIN INTO IT.IT'S A SMALL PRICE TO PAY FOR YOUR LIFE"   -The 2nd Rule of Dungeon Survival
     

Good and Evil Weirds

 

Like most elementals,a Water Weird has no concept of Good or Evil.However,a Weird bound to a sacred or befouled source of water begins to take on the nature of that site,becoming Neutral Good (NG) or Neutral Evil (NE).

 

A Neutral Good Water Weird tries to frighten away intruders rather than kill them,while a Neutral Evil Weird kills its victims for pleasure and might turn against its summoner,A Water Weird loses its Evil alignment if its waters are cleansed with a Purify Food and Drink Spell.

   

Elemental Nature

 

A Water Weird doesn't require Air,Food,Drink or Sleep.

Basic Information

Anatomy

The Water Weird resembles a Serpentine shape of water.

Additional Information

Perception and Sensory Capabilities

Blindsight 30ft & Passive Perception 10

Civilization and Culture

Major Language Groups and Dialects

Understands
  • Aquan (Elemental Water)
 But cannot speak
A Water Weird by aidedd
"A Water Weird is invisible when fully immersed in water"   -Loremaster Aemon
Genetic Ancestor(s)
Origin/Ancestry
Elementals


Cover image: A Water Weird by aidedd

WATER WEIRD CR: 3 (700XP)

Large elemental, neutral
Armor Class: 13
Hit Points: 58 (9D10+9).
Speed: 0 ft , swim: 60 ft

STR

17 +3

DEX

16 +3

CON

13 +1

INT

11 +0

WIS

10 +0

CHA

10 +0

Damage Resistances: Fire,Bludgeoning,Piercing and Slashing from Non-Magical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion,Grappled,Paralyzed,Poisoned,Prone,Restrained and Unconscious
Senses: Blindsight 30ft, Passive Perception 10.
Languages: Understands Aquan (Elemental water) but cannot speak
Challenge Rating: 3 (700XP)

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 10FT, 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 DOWN IT, AND THE WATER WEIRD CAN’T CONSTRICT ANOTHER TARGET.

Comments

Author's Notes

Original Article written for D&D Monster Manual 5e by Wizards of the Coast (WotC)


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