Armor Class
13
Water Weird
Large Elemental · Neutral
Hit Points
58 (9d10 + 9)
Speed
Walk, Swim 60 ft.
CR
3
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.