Armor Class
13
Water Weird
Large Elemental · Neutral
Hit Points
65 (10d10 + 10)
Speed
Walk 5 ft., Swim 60 ft.
CR
3
Traits
Invisible in Water
The water weird has the condition 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
Surge
Melee Attack +5, reach 10 ft. 13 () Cold damage. If the target is a Medium or smaller creature, it has the condition (escape DC 13), and it has the condition until the grapple ends.