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Monster

Water Weird

Large Elemental · Neutral

Monster Manual Page 299
Armor Class 13
Hit Points 58 (9d10 + 9)
Speed Walk, Swim 60 ft.
CR 3
STR 17 +3
DEX 16 +3
CON 13 +1
INT 11 +0
WIS 10 +0
CHA 10 +0

Traits

Invisible in Water

The water weird is 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 Weapon Attack +5 to hit, reach 10 ft., one creature. 13 () Bludgeoning damage. If the target is Medium or smaller, it is (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is , the water weird tries to drown it, and the water weird can't constrict another target.
Confirmation

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