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.

Other data

description