The water weird is a fearsome monster that dwells in large bodies of water. It is made entirely of water, with a swirling, vortex-like body and tendrils of water that it can use to attack its enemies. Despite its fluid form, the water weird is a formidable opponent.
What is Water Weird 5e: mechanics and requirements
- Size: Large elemental
- Alignment: Neutral
- Armor Class: 13
- Hit Points: 58 (9d10 + 9)
- Speed 0 ft., swim 60 ft.
- Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison
- Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
- Senses blindsight 30 ft., passive Perception 10
- Languages: understands Aquan but doesn’t speak
- Challenge rating: 3 (700 XP)
Invisible in Water. The water weird is invisible 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.
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
Advantages and drawbacks
- Tough Build: The Water Weird is resistant and immune to several damage types and conditions, making it a tough match.
- Invisibility: When fully immersed in water, the Water Weird creature is invisible, which is great for sneaking up on unknowing party members.
- Low maintenance: Water Weirds are creatures of elemental nature, meaning that they don’t require air, food, drink, or sleep, making them useful for around-the-clock espionage.
- High saving throws: The Water Weird has high stats for strength and dexterity, making it useful when a player tries to cast spells or use actions that require a strength or dexterity saving throw.
- High damage: The Water Weird’s attack action, constrict, can deal a maximum of 21 bludgeoning damage which is a heavy hit for especially low-level party members.
- Balanced ability scores: There are no negative stats in the Water’s Weird creature’s ability scores, as the lowest modifiers are zeroes.
- Beginner friendly: Given its simplicity, the Water Weird creature can be a great encounter for both Dungeon Master and player. Since it’s a challenge rate of 3 and a maximum of 99 hit points, it gives enough challenge and excitement to your party if they start at a lower level.
- Blindsight: According to the 5th Edition SRD, “A creature with Blindsight can perceive its surroundings without relying on sight, within a specific radius.” With the Water Weird having the sense of blindsight for 30 ft., the creature can make for a great encounter for both day and night settings.
- Neutral alignment: Despite its formidable abilities, the water weird is not typically aggressive and is of neutral alignment. As a Dungeon Master, you can give the creature the temperament to only attack if provoked or defend its territory. Those who show it respect and do not disturb its watery home may be able to peacefully coexist with this mysterious creature.
- Water-bound: Unfortunately, Water Weirds have no speed on land and can not survive outside of their water sources, limiting the areas where they can be found. According to the creature’s description, “the Water Weird dies if it leaves the water to which it is bound or if that water is destroyed.”
- Can not communicate: Unfortunately, the Water Weird cannot speak any language and is limited to only understanding Aquan, a rare language in Dungeons and Dragons. Unless your player speaks Primordial, that’s the only way it can convey its message to the Water Weird.
- Limited attack actions: Though the Water Weird comes with some unique features, it lacks in combat. This is because the Water Weird only has one attack move, which is “constrict.” The constrict action limits the Water Weird to only constrict one target at a time, which makes it unhelpful when the whole party is dealing with this encounter.
Best uses for Water Weird 5e
1. The Guardian of Water
If you are trying to teach your players a lesson on respecting Mother Nature, you can use the Water Weird for your next session. The Water Weird could be made to be a guardian and be hidden where they are bounded, whether a lake, river, or other large body of water. While keeping the waters safe, the Water Weird continues forth, protecting and attacking anyone who tries to enter or disturb the water.
This makes for an interesting encounter as it offers the party to not necessarily use force to deal with the elemental creature but to seek out a more peaceful approach.
2. What Lies Beneath
A dungeon is a classic location for an exciting Dungeon and Dragons encounter. Amid the dungeon’s dark passageways, the Water Weird can be encountered in a submerged section of a dungeon, as it uses its ability to be invisible in water.
Given its sense of blindsight of 30 ft., the Water Weird can track down and stalk its next victim without the need for sight. This provides a unique challenge for players navigating the flooded area.
3. Release the Flood Gates
May it be a pesky spellcaster who has summoned this elemental creature from the Water Plane. The Water Weird can serve its master’s purpose and wreak havoc upon the land. For example, the Water Weird could set out to cause chaos in a town or village by flooding areas or attacking people.
Causing the players to investigate and stop the creature’s rampage. The Dungeon Master can potentially hide the Water Weird within the settlement in locations such as sewer, well, etc. This can add mystery to the party member’s investigation as they venture out to put a stop to the culprit behind it.
Advice and final thoughts
In conclusion, the water weird is a unique and formidable monster that can provide an interesting and challenging encounter for players in a Dungeons and Dragons campaign. Its ability to control water and discreetly hide underwater makes it a formidable opponent. Still, its restrictions to water and limitations to its attack move make it possible for players to find ways to defeat it.
As a Dungeon Master, it can be fun to incorporate the water weird into a water-themed encounter, whether it may take place at a lake or river, or you can even have it as a guardian of a body of water. Just be sure to consider its strengths, weaknesses, and motivations when designing the encounter. With careful planning and creativity, the water weird can be a memorable and exciting addition to your campaign.
Water Weird 5e FAQ
Can a Water Weird be attached to a Water Elemental?
Yes, since the Water Elemental is made up of water, a Water Weird can be a part of it. This is because Water Weirds can be bounded to any specific water-filled location.
What is the difference between a Water Weird and a Water Elemental?
The difference between Water Weirds and Water Elementals is that Water Weirds are considered an “elemental force” bound to a specific body of water by magic. As for Water Elementals are animated energy from the Water Plane and can be shaped into water weirds.”
Can the Water Weird use constrict for an attack of opportunity?
Yes, you can use the constricting action of the Water Weird during an attack of opportunity. All of the attack action’s features would still apply.
Can the Water Weird constrict more than one target?
No, because according to the water weird’s description, “the water weird can’t constrict another target.” Thus, the water weird can only focus on one target at a time with its attack action.