Water Weird

Monster Manual (2025) p. 323

Tamaño
Grande
Tipo
elemental
Alineamiento
neutral
CA
13
Iniciativa
3
Puntos de golpe
65 (10d10+10)
Velocidad
walk 5 ft., swim 60 ft.
Resistencias
fire
Inmunidades
poison
Inmunidad a estados
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Sentidos
blindsight 30 ft.
Percepción pasiva
10
Idiomas
understands Primordial but can't speak
Desafío
3
Entorno
underdark, urban
FUE
17
+3
DES
16
+3
CON
13
+1
INT
11
+0
SAB
10
+0
CAR
10
+0

Rasgos

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.

Acciones

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.

Otros datos

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.