Water WeirdLarge elemental
- 3 (700 XP)
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:
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
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.