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Habitat: Underdark, Urban; Treasure: Any

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.

Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s Rules of Dungeon Survival

Traits

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.

Actions

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.


Water Weird

Large Elemental, Neutral
  • Armor Class 13
  • Hit Points 65 (10d10 + 10)
  • Speed 5 ft., Swim 60 ft.
  • Initiative +3 (13)
STR
17 (3)
DEX
16 (3)
CON
13 (1)
INT
11 (0)
WIS
10 (0)
CHA
10 (0)
  • Saving Throws Str +3, Dex +3, Con +1, Int +0, Wis +0, Cha +0
  • Damage Resistance Fire
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Blindsight 30 ft, passive Perception 10
  • Languages Understands Primordial but can't speak
  • Challenge 3 (700 XP)
  • Habitat Underdark, Urban
  • Treasure Any
  • 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.

Actions


  • Surge. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (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.
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