Water Weird

Large elemental, Neutral

Armor Class13
Hit Points58 (9d10 + 9)
Speed0 ft., swim 60 ft.
STRDEXCONINTWISCHA
17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesfire; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiesexhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious
Sensesblindsight 30 ft., passive Perception 10
Languagesunderstands Aquan but doesn't speak
Challenge3

Traits

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

Constrict.

Melee Attack Roll: +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.