water weird 5e
A Water Weird is vulnerable to certain types of spells. No Prep The Pumpkin Beholder.
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If the target is Medium or smaller it is grappled escape DC.
. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Until this grapple ends the target is restrained the water weird tries to drown it and the water weird cant constrict another. 8 to hit reach 10 ft one creature. The elemental can enter a hostile creatures space and stop there.
Improved Grapple Ex If a Water Weird makes a successful melee attack it automatically initiates a grapple attack as a free action. 19 4d6 5 bludgeoning damage. A water weird is an elemental guardian bound to a specific water-filled location such as a pool or founfain. A purify water spell slays a Water Weird.
Depending on how much room other creatures have to maneuver around the water weirds basin it may lie in wait right at the waters edge or 5 feet farther in. No Prep The Valkyrie of War. When slain a water weird. 13 and pulled 5 ft.
The elemental can enter a Hostile creatures space and stop there. 5 to hit reach 10 ft one creature. 13 3d6 3 bludgeoning damage. The gist of it is that Water Weirds are an elemental force bound to a specific body of water by magic while water elementals are animated energy from the water plane.
Also water weirds are easier to summon i believe. A creature unable to escape the water weirds pin who fails its Fortitude save DC 15 begins to drown. It is mentioned in the Dungeon Masters Guide 5e 2014 as a native to the plane of water and a creature found in the Underdark. The save DC is Strength-based.
WATER WEIRD 5e stats. No Prep Adventures in Time. 20 DC if the water elemental disperses in a body of water larger than 10 feet in diameter. A water weird is a rare water elemental creature which inhabits a body of water.
While wearing the tank you. It can move through a space as narrow as 1 inch wide without squeezing. 5 to hit reach 10 ft one creature. If the target is Medium or smaller it is grappled escape DC 13 and pulled 5 feet toward the water weird.
13 3d6 3 bludgeoning damage. Toward the water weird. 5 to hit reach 10 ft one creature. Its speed is reduced by 20 ft.
It does not provoke an attack of opportunity when doing so. Invisible while immersed in water its serpentine shape becomes clear only when it emerges to attack using its coils to crush any creature other than its summoner and those its summoner declares as off limits. If the target is Medium or smaller it is grappled escape DC 13 and pulled 5 feet toward the water weird. On a failed save a creature becomes Frightened for the Duration.
Instead it will reformin 1d4 rounds with full hit points. If the target is Medium or smaller it is grappled escape. If the target is Medium or smaller it is grappled escape DC 15 and pulled 5 feet toward the water weird. 13 3d6 3 bludgeoning damage.
Can use an action to open it allowing the water weird to emerge. If the elemental takes cold damage it partially freezes. Each creature in a 30-foot-radius Sphere centered on a point of your choice within range must make a Wisdom saving throw. The elemental makes two slam attacks.
The latter is preferable if feasible. It can move through a space as narrow as 1 inch wide without squeezing. A water weird reduced to 0 hit points by fire or cold damage is not death. 5 to hit reach 10 ft one creature.
The water weirds movement is particularly relevant to this strategy. Until this grapple ends the target is restrained the water weird tries to drown it and the water weird cant constrict another target. If the target is Medium or smaller it is grappled escape DC 13 and pulled 5 feet toward the water weird. Reform Body Ex When reduced to zero or fewer hit points the water weird collapses.
The water weird is invisible while fully immersed in water. Traits Water Form. Note the MM specifies water elementals can be shaped into water weirds pg123. No Prep The Hand of Vecna.
It has a 60-foot swimming speed plus a 10-foot reach. Cold-based spells affect it as a slow spell. Until this grapple ends the target is restrained the water weird tries to drown it and the water weird cant constrict another target. Elemental Water Essence vial When a water weird disperses the water it leaves behind can contain traces amounts of elemental energy that can be harnessed using a magical container.
A water weird who successfully grabs an opponent attempts to pin it under water. If the elemental takes cold damage it partially freezes. Until the end of its next turn. No Prep Demon Sword.
The water weird acts immediately after you in the initiative order and. If it was on water at the time it reforms. No Prep The Stones of Power. In the dungeon environment there are commonly bound as guardians of fountains pools and similar bodies of water.
A water weird see the Monster Manual for statistics is contained within the tank. The water weird is invisible while fully immersed in water. Requires an enchanted vial. No Prep The Demonic Ritual.
Until this grapple ends the target is restrained the water weird tries to drown it and the water weird cant constrict another. 13 3d6 3 bludgeoning damage. 13 3d6 3 bludgeoning damage. Drawing on the deepest fears of a group of Creatures you create illusory Creatures in their minds visible only to them.
Its speed is reduced by 20 feet until the end of. The water weird dies if it leaves the water to which it is bound or if. Until this grapple ends the target is restrained the water weird tries to drown it and the water weird cant constrict another. No Prep Dragon Siege.
5 to hit reach 10 ft one creature.
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