WATER WEIRD – 5e stats

Large elemental, neutral

Armor Class 13
Hit Points 58 (9d10 + 9)
Speed 0 ft., swim 60 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)16 (+3)13 (+1)11 (+0)10 (+0)10 (+0)

Saving Throws (suggested) Str +5, Dex +5
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses blindsight 30 ft., passive Perception 10
Languages understands Aquan but doesn’t speak
Challenge 3 (700 XP)

Invisible in Water. The water weird is invisible while fully immersed in water.

Resilient (suggested). A water weird reduced to 0 hit points by fire or cold damage is not death. Instead, it will reformin 1d4 rounds with full hit points.

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 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A water weird is a serpentine creature made of water that can inhabit any body of liquid, such as a pool, fountain, or pond. It is usually invisible while fully immersed in water, and only reveals its shape when it emerges to attack . A water weird is an elemental guardian that is bound to a specific water source by a spellcaster, who can command it to protect the area or allow certain creatures to pass . A water weird can understand Aquan, the language of water elementals, but cannot speak. A water weird has a translucent blue-green color, and its eyes glow with a faint light. These unusual creatures are natives of the elemental plane of Water, but they are being encountered more and more on the Prime Material plane. When they are found in this realm, they are violent and hostile, attacking all living things instantly. In some manner that has never been fully divined, they are able to feed on the life essences of those they slay.

COMBAT

A water weird attacks by coiling around its prey and squeezing it until it suffocates. It can also drag its victim into the water and drown it. A water weird is very strong and agile, and can move through narrow spaces without difficulty . A water weird is resistant to fire and physical damage, and immune to poison and many conditions that affect living creatures. A water weird can be killed by destroying the water source to which it is bound, or by forcing it out of the water . A water weird prefers to ambush its enemies from below, and will retreat if faced with overwhelming opposition or if its summoner orders it to do so. When first encountered, these creatures seem to be nothing more than a common body of water in a well, fountain, or similar basin. The use of a see invisibility spell, however, reveals to the caster that something is amiss, although the specific nature of the threat is not obvious. This transformation takes two rounds to occur. Anyone who is hit by the weird is pulled into the water and faces the prospect of drowning. Each round that the victim spends inside the water requires an additional saving throw, with failure indicating death by drowning. Many forms of attack cause little or no harm to the water weird because of its fluid body. Cold damage affect a water weird as a slow spell. A purify food and drink spell will force the water weird to make a Constitution saving throw or be slain immediately. By breaking down its life essence, this invocation annihilates the creature. Each casting of this spell is effective against only a single entity, however, so that an attack by three water weirds must be met with three purify water spells to wholly eliminate the menace. A water weird that comes into physical contact with a water elemental may attempt to usurp control of it. In order to accomplish this feat, the target must make a DC 10 wisdom saving throw. Failure prevents subsequent attempts during that encounter.

HABITAT / SOCIETY

A water weird has no society of its own, as it is usually solitary and loyal to its summoner. It does not interact with other creatures unless ordered to do so, or unless they threaten its territory. A water weird can be found in any place where there is a sufficient amount of water, such as dungeons, temples, gardens, or ruins . A water weird may have a connection to the Elemental Plane of Water, where it originated from. A water weird can sense the presence of any creature within 30 feet of its water source, and will attack any intruder that does not bear a token of its summoner’s authority. For the most part, these unusual beings are loners who do not interact with others of their kind. On those occasions when two or three water weirds are found together, it is simply because they have found a location where prey is easy to come by. Those water weirds found on the Prime Material plane are frequently the victims of magical bonds that hold them in this realm. As such, they are often watching for some way to break their links with this world and return to their home. Because of their keen intelligence, they can be persuaded to refrain from combat if a means of communication can be found and a common ground agreed upon. Of course, their chaotic nature makes any bargain reached with a water weird an uncertain proposition at best.

ECOLOGY

A water weird does not need to eat, drink, or breathe, as it is sustained by the magic that binds it to its water source. It does not reproduce or age, and has no natural predators or allies. A water weird may have some effect on the environment around it, such as altering the temperature or purity of the water, or creating currents or waves. A water weird may also have some value for spellcasters who seek to harness its elemental power or use it as a guardian. A water weird can be summoned by casting a conjure elemental spell on a body of water that meets certain requirements. The manner in which water weirds sustain themselves has never been fully determined. As creatures of the elemental plane of Water, they are difficult to study and even harder to understand. It seems clear, however, that they feed on the energies released by those who drown within their serpentine bodies. It may be that this is similar in some way to the like energy that is consumed by will-o-wisps. For the most part, water weirds found on the Prime Material plane are here by the hand of a wizard who has called the creatures from their home dimension to serve him in some manner.

Water Weird is employed as component to empower the following spells: