Large elemental, neutral
- Armor Class
- 13
- Hit Points
- 58 (9d10 + 9)
- Speed
- swim 60 ft., 0 ft.
- Challenge
- 3 (700 XP)
STR
17
+3
DEX
16
+3
CON
13
+1
INT
11
+0
WIS
10
+0
CHA
10
+0
- Damage Resistances
- fire; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious
- Senses
- blindsight 30 ft., passive Perception 10
- Languages
- understands Aquan but doesn't speak
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.