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Water Weird

A strange kind of wild water elemental which hates living creatures, seeking to drown them

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class16 (see below)
Hit Dice3+3** (+6)
Number Appearing1d4
Attacks1 grab
DamageSee description
MovementSwim 40'
Save AsFighter: 3
Morale10
XP205
Treasure TypeI, O

A Water Weird is a strange kind of wild water elemental which hates living creatures, seeking to drown them so that they can feed off of their life energy in some unknown way. When at rest in a body of water, or even a large pool or vessel of water, a water weird is invisible. Once it senses living creatures within reach, it will form itself into a watery serpent in 1d4 rounds, striking suddenly out of the water to grab unsuspecting victims (and surprising on 1-4 on 1d6). The water weird cannot fully leave the water where it lives, but can reach up to 10 feet out of the water to attack potential victims.

Any character hit by a water weird must save vs. Paralysis or be pulled into the water, thereafter suffering 1 point of damage per round while being forcibly drowned.

Special Abilities

Invisible at Rest: When at rest in a body of water, or even a large pool or vessel of water, a water weird is invisible. Once it senses living creatures within reach, it will form itself into a watery serpent in 1d4 rounds, striking suddenly out of the water to grab unsuspecting victims (and surprising on 1-4 on 1d6).
Grab and Drown: Any character hit by a water weird must save vs. Paralysis or be pulled into the water, thereafter suffering 1 point of damage per round while being forcibly drowned. The water weird cannot fully leave the water where it lives, but can reach up to 10 feet out of the water to attack potential victims.
Hard to Kill: Sharp weapons (including piercing weapons) do only 1 point of damage on a hit (plus magic bonus, if any). Blunt weapons inflict normal damage. Spells that employ cold affect a water weird like a slow spell, while fire-based magic does half damage (or none, if the monster makes its saving throw). Magic missile does normal damage; most other spells have no effect (as determined by the GM).
Disruption and Reform: A water weird reduced to 0 hit points is merely disrupted, not killed, and the monster will reform with full hit points after 2d4 rounds. The only way to kill a water weird, strangely enough, is the spell purify food and water, against which the monster must save vs. Spells or be instantly killed.
Control Water Elementals: Water weirds have power over normal water elementals, and can assume control of one 50% of the time at a range of up to 60 feet. Only one water elemental can be controlled in this way at a time.