| GumshoeSRD Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. Speed 30 ft., swim 90 ft. 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. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Looking to have your adventurers walk the plank or explore a lost temple deep under the sea? ... Find Familiar in Dungeons and Dragons 5e - Duration: 32:49. Here is a list of 10 Awesome Monsters for an Aquatic Encounter from the Dungeons & Dragons 5th Edition Monster Manual. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. On a failed save, a creature becomes frightened for the duration. Hit: 13 (3d6 + 3) bludgeoning damage. 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. 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. | Fudge SRD | Starjammer SRD The water weird is invisible while fully immersed in water. 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… A comprehensive list of all official character races for Fifth Edition. Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. 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. Senses blindsight 30 ft., passive Perception 10 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. | Dungeon World SRD Efreeti - CR - 11 Page 146; Chaotic Good ... DnD 5e Monsters Wiki is a FANDOM Games Community. The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to … Armor Class 14 (natural armor)
Hit Points 90 (12d10 + 24) Languages Aquan
When the tank is recharged, a new water weird forms inside it. The water weird’s movement is particularly relevant to this strategy. Loading... Unsubscribe from AJ Pickett? They will be finished soon. Slam. Aquatic | Arctic | Cave or Underground | Desert | Forest | Grassland | Jungle | Mountain | Swamp. Although feral tiefling 5e is a popular character, the lineage of the evil ancestors cannot be denied. All should take care to approach such water weirds with caution. Constrict. | OGN Articles Ancestral Anthologies Vol. In the mean time here is part that may be of general interest. Adventurer beware, because the most peaceful and lonely fountains may be home to the dangerous Water Weird.. Skills Perception +6, Stealth +6
The water weird is invisible while fully immersed in water. The water weird makes two slam attacks. Actions. Hit: 12 (2d6 + 5) blugdeoning damage. | The Modern Path SRD Constrict. If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. 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. Underwater the following rules apply. Arrrh matey! Other elemental creatures include azers, invisible stalkers, and water weirds. | Design Finder 2018 | d20HeroSRD Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Elemental Nature. 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 … DC 10 check doing if something I think is particularly tricky to do while swimming Light armor, medium armor with no stealth penalty. The water weird is invisible while fully immersed in water. Dao - CR - 11 Page 144; Salamander - CR - 5 Page 266; Lawful Evil. A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or founfain. No check to stay in place. 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. The water weird is invisible while fully immersed in water. Learn more before you buy, or discover other cool products in Tabletop & Wargaming. We sneak past trolls and ogres with stealth and deception before battling reavers and bugbears. Challenge 5 (1,800 XP). | Here Be Monsters 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. I have been working on 5E Ship-to-Ship combat rules. 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. This site may earn affiliate commissions from the links on this page. Water Weird - CR - 3 Page 300; Neutral Evil. Invisible in Water. | d20PFSRD The Water Weird is a common pet and guardian for the magically adept. Water Bound. DC 10: A water weird is a rare snake-like water elemental. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 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 Recorded every Sunday night, uploaded on Mondays. Dungeons And Dragons - 5th Edition: Playable Races, All Playable races from Official books D&D books, with ability scores etc. For example, I didn’t realize that several low-level undead creatures have impressive Intellige… Challenge 4 (1,100 XP), City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene, Check out our other SRD sites! This led me to some surprising discoveries. I’ve typically limited Villains to creatures with a minimum of 10 Intelligence. Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
After centuries of being bound to one place, water weirds can grow in power and danger. Damage Immunities poison
The elemental can enter a hostile creature's space and stop there. Multiattack. 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). | 3.5e SRD Constrict. The water weird acts immediately after you in the initiative order, and it is bound to the tank. … A character knows the following information about water weirds with a successful Arcana check. Hit: 19 (4d6 + 5) bludgeoning damage. | 13th Age SRD Traveller SRD If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the water weird. 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 … While wearing the tank, you can use an action to open it, allowing the water weird to emerge. Water Weird (3B2D8LTA3) by mz4250 on Shapeways. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. It has a 60-foot swimming speed, plus a 10-foot reach. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. The save DC is Strength-based. Tag: weird tank D&D 5E “Princes of the Apocalypse” Session 31 Recap. It is known due to the touch of the fiendish planes however the real recognizable trait is the descent from demons and devils. The water weird makes two slam attacks. A water weird is a rare water elemental creature which inhabits a body of water. Water Bound. Drowning Rules for D&D 5E Falling Off the Ship Rough water adds 5 to all the following DCs except for checks… Water Invisibility. 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. No armor: No check required to stay in place or move around. I haven't posted here in a while. The water they will be in will be easy ish water (light current, not much waves etc). A large water weird doesn't require air, food, drink, or sleep. The water weird acts immediately after you in the initiative order, and it is bound to the tank. They are as fast on land as they are in the water, and seek to drown their victims. Actions. While none of these monsters are particularly powerful on their own, their ability to conceal themselves can seriously endanger the unprepared. As an action on your turn, you can repeat the same effect or choose a different one. Hit Points 90 (12d10 + 24)
Multiattack. Languages understands Aquan but doesn't speak Hit: 13 (3d6 + 3) bludgeoning damage. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. | 5th Edition SRD Water Bound. The water weird is completely invisible while fully submerged 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 dies if it leaves the water to which it is bound or if that water is destroyed. Don’t forget to check out Aquatic Monster … | Swords and Wizardry SRD Senses darkvision 60 ft., passive Perception 16
Curious water weird tanks are found while we escape the elemental temples. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. You can choose from any of the following effects when you cast this spell. Invisible in Water. In dungeons and fortresses across the world, travelers and adventurers find themselves days into a delve and very thirsty. Armor Class 15 (natural armour) New Pages | Recent Changes | Privacy Policy. Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
In the dungeon environment, there are commonly bound as guardians of fountains, pools, and similar bodies of water. ACTIONS. A creature unable to escape the water weird’s pin who fails its Fortitude save (DC 15) begins to drown. | d20 Anime SRD D&D 5e feral tiefling: The creature called feral tiefling 5e is a humanoid belonging to the plane touched category. The ecology of The Underdark can be so vicious an… Here are my checks. A Water Weird (see the Monster Manual p. 299 for statistics) is contained within the tank. | PF2 SRD. Others have biological forms infused with elemental energy. We have you covered. Water Bound. Slam. | FateCoreSRD Latest 5th Edition Products in the Open Gaming Store! Dungeons and Dragons lore: Water Weird AJ Pickett. Reform Body (Ex) When reduced to zero or fewer hit points, the water weird collapses. Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet Back to Main Page → 5e Homebrew → 5e Creatures, https://www.dandwiki.com/w/index.php?title=Large_Water_Weird_(5e_Creature)&oldid=959923. A Water Weird (MM p. 299) is contained within the tank. 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. AideDD. Water Bound. A water weird who successfully grabs an opponent attempts to pin it under water. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. 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