Water Weird

Large elemental, neutral

Armor Class

13

Hit Points

58 (9d10+9)

Speed

0 ft., swim 60 ft.

STR

17 (+3)

DEX

16 (+3)

CON

13 (+1)

INT

11 (0)

WIS

10 (0)

CHA

10 (0)

Damage Immunities

poison

Damage Resistances

fire; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious

Senses

blindsight 30 ft.

Languages

understands Aquan but doesn't speak

Challenge

3 (700 XP)

Invisible in Water. The water weird is invisible 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

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. 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.

large
elemental
cr3
monster-manual