Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or founfain. Actions. A water weird who successfully grabs an opponent attempts to pin it under water. Aquatic | Arctic | Cave or Underground | Desert | Forest | Grassland | Jungle | Mountain | Swamp. Invisible in Water. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Slam. DC 10: A water weird is a rare snake-like water elemental. A water weird is a rare water elemental creature which inhabits a body of water. Latest 5th Edition Products in the Open Gaming Store! This category is for species of creature which either possess the elemental type in D&D 5th edition, or, if they do not appear in a 5e product, would reasonably meet the following definition: "Elementals are creatures native to the elemental planes.Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Dungeons and Dragons lore: Water Weird AJ Pickett. | d20 Anime SRD Water Bound. We sneak past trolls and ogres with stealth and deception before battling reavers and bugbears. The Underdark is an extreme biome full of deception and predation, so our first mention goes to the creatures that like to play pretend -- this means monsters with the False Appearance trait such as ropers, cloakers, darkmantles, and mimics. Looking to have your adventurers walk the plank or explore a lost temple deep under the sea? No check to stay in place. Tag: weird tank D&D 5E “Princes of the Apocalypse” Session 31 Recap. The ecology of The Underdark can be so vicious an… Languages Aquan Depending on how much room other creatures have to maneuver around the water weird’s basin, it may lie in wait right at the water’s edge or 5 … Loading... Unsubscribe from AJ Pickett? The water weird dies if it leaves the water to which it is bound or if that water is destroyed. When the tank is recharged, a new water weird forms inside it. Multiattack. In the mean time here is part that may be of general interest. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Drowning Rules for D&D 5E Falling Off the Ship Rough water adds 5 to all the following DCs except for checks… Melee Weapon Attack: +8 to hit, reach 10 ft., one target. | d20PFSRD I’ve typically limited Villains to creatures with a minimum of 10 Intelligence. D&D 5e feral tiefling: The creature called feral tiefling 5e is a humanoid belonging to the plane touched category. The save DC is Strength-based. Underwater the following rules apply. A comprehensive list of all official character races for Fifth Edition. 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 … The water weird is invisible while fully immersed in water. I haven't posted here in a while. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water they will be in will be easy ish water (light current, not much waves etc). The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Dungeons And Dragons - 5th Edition: Playable Races, All Playable races from Official books D&D books, with ability scores etc. Elemental Nature. | 13th Age SRD | Swords and Wizardry SRD The water weird makes two slam attacks. The water weird is invisible while fully immersed in water. | d20HeroSRD In dungeons and fortresses across the world, travelers and adventurers find themselves days into a delve and very thirsty. We have you covered. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Adventurer beware, because the most peaceful and lonely fountains may be home to the dangerous Water Weird.. | OGN Articles On a failed save, a creature becomes frightened for the duration. Here are my checks. Into the Depths Underwater - Depth and Temperature The water’s depth and temperature will determine a character’s survivability when they are under the water. Hit: 19 (4d6 + 5) bludgeoning damage. Water Bound. A creature unable to escape the water weird’s pin who fails its Fortitude save (DC 15) begins to drown. AideDD est un site qui parle du jeu de rôle médiéval fantastique Dungeons & Dragons depuis août 2000, et exclusivement de sa 5ème édition depuis fin 2013.. D&D 5.News officielles de WotC, présentation des livres, des suppléments et des romans de la gamme D&D 5, traductions d'articles des rubriques Unearthed Arcana et Sage Advice de WotC et du site D&D Beyond, quiz. Traveller SRD After centuries of being bound to one place, water weirds can grow in power and danger. If the water weird surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack. Hit Points 90 (12d10 + 24) If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the water weird. Don’t forget to check out Aquatic Monster … Constrict. Curious water weird tanks are found while we escape the elemental temples. ... Find Familiar in Dungeons and Dragons 5e - Duration: 32:49. For the purposes of this series, villains are defined as individuals that act as either instigators of complex local, city-wide, or country-wide plots, or creatures that can act as the main antagonist for one or more adventures. Water Bound. They are as fast on land as they are in the water, and seek to drown their victims. DC 10 check doing if something I think is particularly tricky to do while swimming Light armor, medium armor with no stealth penalty. | Here Be Monsters Armor Class 15 (natural armour) Speed 30 ft., swim 90 ft. | Dungeon World SRD | GumshoeSRD Reform Body (Ex) When reduced to zero or fewer hit points, the water weird collapses. You can choose from any of the following effects when you cast this spell. | Design Finder 2018 | Starjammer SRD Challenge 5 (1,800 XP). Although feral tiefling 5e is a popular character, the lineage of the evil ancestors cannot be denied. 1: Races of Nature Unleashed (5e), Aegis of Empires 5: Race for Shataakh-Uulm (5E), Aegis of Empires 4: Legend of the Burning Star (5E). The water weird’s 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 can't constrict another target. The upper half of a water weird typically appeared like a beautiful, translucent, blue female humanoidcomposed entirely of water, but the lower half could appear serpentine or like a column of water rising from the pool. Multiattack. No armor: No check required to stay in place or move around. Water Bound. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. The Water Weird is a common pet and guardian for the magically adept. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Hit Points 90 (12d10 + 24) The water weird is completely invisible while fully submerged in water. Learn more before you buy, or discover other cool products in Tabletop & Wargaming. Hit: 12 (2d6 + 5) blugdeoning damage. Water Weird - CR - 3 Page 300; Neutral Evil. Invisible in Water. Here is a list of 10 Awesome Monsters for an Aquatic Encounter from the Dungeons & Dragons 5th Edition Monster Manual. Actions. It is known due to the touch of the fiendish planes however the real recognizable trait is the descent from demons and devils. Speed 0 ft., swim 60 ft. Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 16 Other elemental creatures include azers, invisible stalkers, and water weirds. Arrrh matey! Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Water Elemental - A water elemental is a cresting wave that rolls across the ground, becoming ne... Water Form. In the dungeon environment, there are commonly bound as guardians of fountains, pools, and similar bodies of water. The water weird is invisible while fully immersed in water. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. The water weird acts immediately after you in the initiative order, and it is bound to the tank. All should take care to approach such water weirds with caution. Dao - CR - 11 Page 144; Salamander - CR - 5 Page 266; Lawful Evil. Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Skills Perception +6, Stealth +6 AideDD. A character knows the following information about water weirds with a successful Arcana check. Languages understands Aquan but doesn't speak Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks | 3.5e SRD A Water Weird (see the Monster Manual p. 299 for statistics) is contained within the tank. Water Bound. They will be finished soon. … Slam. | 5th Edition SRD | Fudge SRD DAMAGE FROM WATER PRESSURE Depth CON Save Points of Damage 0-200 ft none none 201-250 ft DC 10 1d6/minute 251-300 ft DC 15 2d6/minute 301-400 ft DC 20 3d6/minute 401-500 ft… Back to Main Page → 5e Homebrew → 5e Creatures, https://www.dandwiki.com/w/index.php?title=Large_Water_Weird_(5e_Creature)&oldid=959923. Water Weird (3B2D8LTA3) by mz4250 on Shapeways. I have been working on 5E Ship-to-Ship combat rules. ACTIONS. A Water Weird (MM p. 299) is contained within the tank. The water weird makes two slam attacks. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. | The Modern Path SRD Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. | PF2 SRD. It has a 60-foot swimming speed, plus a 10-foot reach. The elemental can enter a hostile creature's space and stop there. Challenge 4 (1,100 XP), City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene, Check out our other SRD sites! The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to … While none of these monsters are particularly powerful on their own, their ability to conceal themselves can seriously endanger the unprepared. Constrict. Water Bound. Ancestral Anthologies Vol. Hit: 13 (3d6 + 3) bludgeoning damage. For example, I didn’t realize that several low-level undead creatures have impressive Intellige… While wearing the tank, you can use an action to open it, allowing the water weird to emerge. This site may earn affiliate commissions from the links on this page. Armor Class 14 (natural armor) Hit: 13 (3d6 + 3) bludgeoning damage. As an action on your turn, you can repeat the same effect or choose a different one. Efreeti - CR - 11 Page 146; Chaotic Good ... DnD 5e Monsters Wiki is a FANDOM Games Community. | FateCoreSRD When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. A large water weird doesn't require air, food, drink, or sleep. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Dungeons and Dragons (D&D) Fifth Edition (5e) Races. 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