Water Weird

Large Elemental, Neutral
Initiative +3 (13)
AC 13
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
17
+3
+3
Dex
16
+3
+3
Con
13
+1
+1

Int
11
+0
+0
Wis
10
+0
+0
Cha
10
+0
+0

Resistances Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Blindsight 30 ft., Passive Perception 10
Languages Understands Primordial but can't speak
CR 3 (XP 700; PB +2)

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.

Habitat: Underdark, Urban
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Water Weird
Water Weird