Poison Weird
Waterdeep: Dungeon of the Mad Mage p. 127
- Size
- Large
- Type
- elemental
- Alignment
- neutral
- AC
- 13
- Hit Points
- 58 (9d10+9)
- Speed
- walk 0 ft., swim 60 ft.
- Resistances
- fire; bludgeoning, piercing, slashing from nonmagical attacks
- 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
- 3
- Lineage
- Weird
- Environment
- underdark, urban
STR
17
+3
DEX
16
+3
CON
13
+1
INT
11
+0
WIS
10
+0
CHA
10
+0
Traits
Invisible in Water
The poison weird is invisible while fully immersed in water.
Water Bound
The poison 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 target. 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 poison weird. Until this grapple ends, the target is restrained, the poison weird tries to drown it, and the poison weird can't constrict another target.