Kryx RPGThemesMonsters

Water Weird

Large elemental
Challenge
3 (700 XP)

STR
3
DEX
3
CON
1
INT
0
WIS
0
CHA
1

58
9d10+9
13
Fort
+1
Ref
+3
Will
+0
Damage resistances acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities exhausted, grappled, paralyzed, poisoned, restrained, prone, unconscious

Speed 0 m., swim 18 m.
Senses blindsight 9 m., passive Perception 10
Skills Primal +2
Languages understands Aquan but doesn’t speak

Invisible in Water. The water weird is invisible while fully immersed in water.

Spellcasting. The water weird is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It has 3 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:

Cantrips (at will): hydraulic push, shape water

1 mana: animate water, create/destroy/purify water, desiccate, ebb and flow, fog cloud, locate water, slick skin, tidal breaker, tidal surge, tidal wave, water jet, water whip, wave shield

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 3 m., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 1.5 meters 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.

Underdark, Urbanmm