Large elemental, neutral
- Armor Class
- 13
- Hit Points
- 65 (10d10 + 10)
- Speed
- swim 60 ft., 5 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
- Damage Immunities
- poison
- Condition Immunities
- exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious
- Senses
- Blindsight 30 ft., passive Perception 10
- Languages
- understands Primordial but can't speak
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 Roll: +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.