Water Weird

Large Elemental, Neutral
MM'24

AC 13

HP 65 (10d10 + 10)

Speed 5 ft., swim 60 ft.

STR

17 (+3)

Save +3

DEX

16 (+3)

Save +3

CON

13 (+1)

Save +1

INT

11 (+0)

Save +0

WIS

10 (+0)

Save +0

CHA

10 (+0)

Save +0

Resistances Fire

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

CR 3

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 13), and it has the Restrained condition until the grapple ends.