Water Weird
Large Elemental, NeutralAC 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.