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.