Water Weird
Large-size (10 feet long), Elemental (water)
Hit Dice: 4d8+8
Initiative: +8 (+4 Improved Initiative, +4 Dex)
Speed: 40 feet
AC: 19 (-1 size, +4 Dex, +6 natural)
Attacks: Grapple +8 melee
Damage: None
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Drowning
Special Qualities: Damage Reduction 10/+1, Uncanny Dodge, Darkvision, Dominate Elemental, Fire Resistant
Saves: Fort +6, Will +1, Reflex +5
Abilities: Str 16, Dex 18, Con 16, Int 13, Wis 10, Cha 14
Skills: Spot +6, Hide +16, Listen +8
Feats: Improved Initiative, Improved Unarmed, Weapon Focus (grapple), Weapon Finesse (grapple)
Climate/Terrain: Any aquatic
Organization: Solitary, Pack (1d6)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral (evil)
Advancement Range: 5-8 HD Large, 9-12 HD Huge
Description
These strange creatures from the Elemental Plane of Water are often used as guardians. Water Weirds are usually hostile when encountered on the Prime Material Plane as they are often magically bound to their location. Water Weirds cannot speak, but if telepathic communication is achieved, they can sometimes be bargained with if not otherwise compelled.
When first encountered, Water Weirds appear to be part of the body of water they dwell in and are effectively invisible. In addition, Water Weirds receive a +8 circumstance bonus to their Hide checks when they are immersed in water (this bonus has been included in the stat block). A detect invisibility spell will reveal a shimmering in the water, but will not reveal the form of the creature. When a Water Weird attacks, it assumes a serpentine form, taking a full-round action. A Water Weird attacks by lashing out and grappling its opponents, enveloping them in its watery coils. A victim which has been successfully grappled by a Water Weird risks drowning.
A Water Weird is vulnerable to certain types of spells: a purify water spell slays a Water Weird; cold-based spells affect it as a slow spell.
Combat
- Improved Grapple (Ex)
- If a Water Weird makes a successful melee attack, it automatically initiates a grapple attack as a free action. It does not provoke an attack of opportunity when doing so.
- Drowning (Ex)
- An unprepared victim of the Water Weird can attempt to hold their breath with a Reflex save vs. DC 17 (12 + water weird's Dex) when they have been successfully grappled. A victim who does not resist the Water Weird can hold their breath as per Drowning, DMG page 85. A victim who resists and attempts to fight the Water Weird must make a Reflex save each round vs. DC 20 not to breath and begin drowning. A victim can attempt to escape the Water Weird by beating its grapple check. Others can attempt to grapple the victim and pull him free from the Water Weird, but become subject to attacks of opportunity from the Water Weird. The Water Weird can grapple two Medium-sized creatures simultaneously. Once it has successfully grappled an opponent, it will attempt to retreat within its watery domain making it significantly more difficult to reach and/or attack. If a Water Weird achieves a Critical Hit against its opponent with its grapple, the victim receives no saving throw and immediately begins drowning (the Water Weird has successfully targeted the mouth).
- Damage Reduction (Su)
- The watery body of the Water Weird is resistant to damage, and all attacks by normal weapons are reduced by 10 points. Magical weapons will negate this ability.
- Fire Resistant (Ex)
- Water Weirds take half damage from fire-based attacks, none if they make a saving throw.
- Uncanny Dodge (Ex)
- Water Weirds are extraordinarily agile and cannot be caught flat-footed.
- Dominate Elemental (Su)
- A Water Weird can attempt to usurp control of a water elemental it comes into contact with as a standard action by making a Charisma check vs. a DC of 10 + the Hit Dice of the Elemental.
- Elemental
- A Water Weird is immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits or flanking. Water Weirds have darkvision to 60 feet and can see underwater as well.