Water Weird

Monster Manual (2025) p. 323

Size
Large
Type
elemental
Alignment
neutral
AC
13
Initiative
3
Hit Points
65 (10d10+10)
Speed
walk 5 ft., swim 60 ft.
Resistances
fire
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
Challenge
3
Environment
underdark, urban
STR
17
+3
DEX
16
+3
CON
13
+1
INT
11
+0
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

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.

Other data

description

Serpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils. Water weirds might protect a site for generations and learn much about their surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don't speak, they often communicate using spouts of water or objects submerged in their pools.