Large Water Weird (5e Creature)

Large Water Weird

Large elemental, neutral


Armor Class 15 (natural armour)
Hit Points 90 (12d10 + 24)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses blindsight 30 ft., passive Perception 10
Languages understands Aquan but doesn't speak
Challenge 5 (1,800 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

Multiattack. The water weird makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) blugdeoning damage.

Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 feet 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.


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After centuries of being bound to one place, water weirds can grow in power and danger. All should take care to approach such water weirds with caution.

Elemental Nature. A large water weird doesn't require air, food, drink, or sleep.


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