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Water Weird

by Jamie Baty

DMR2 109
Medium Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: swim 20 ft. (4 squares)
Armour Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d2 +3)
Full Attack: Slam +5 melee (1d2 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab
Special Qualities: DR 10/bludgeoning, darkvision 60ft., disrupted not dead, elemental traits, frozen water, purified water, weird immunities
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 17, Dex 12, Con 12, Int 2, Wis 14, Cha 8
Skills: Hide +15, Listen +6, Spot +6, Swim +11
Feats: Alertness, Improved Initiative
Environment: Any aquatic
Organisation: Solitary, or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A water weird is a magical creature made of water which lives in a pool or another body of water. It attacks all living things that disturb it, feeding on the life forces of its victims in an unknown way.
Water weirds can appear in different shapes, however they most often appear in a snake-like form. Regardless of shape, their attacks and abilities are the same. Water weirds can be found in virtually any body of water, from a large puddle to the ocean.

Combat
It takes a water weird two rounds to create its form, and it will try to do this secretly once it is aware of potential victims.
Once formed, it will attack the closest target, and attempt to grapple it and drag it underwater to drown. It will not attack other creatures until its first target is dead.
If hard pressed, a water weird will flee to the bottom or dark corner of its home (assuming the body of water is large enough).

Improved Grab (Ex): To use this ability, the water weird must hit a Medium-size or smaller opponent with its slam attack. If it gets a hold, the water weird may inflict slam damage automatically each round and it will attempt to drag the victim underwater. Unless the victim can breathe underwater, it is at risk for drowning.

Damage Reduction (Su): A water weird has damage reduction of 10/bludgeoning

Disrupted not Dead (Su): A water weird reduced to 0 hp merges back into its watery home and is not dead. It may reform at full hitpoints in 2d4 rounds.

Frozen Water (Ex): A water weird hit by any cold attack, spell, or spell-like ability is slowed for 2d6 rounds.

Purified Water (Ex): A water weird is instantly slain if a Purify Food and Drink or Bless Water spell is cast upon them.

Weird Immunities (Ex): Water weirds suffer only 50% damage from fire attacks. Should the attack allow a saving throw, the water weird suffers no damage from the attack if the saving throw is successful.
Water weirds are 100% immune to electrical and acid damage.

Water Subtype (Ex): Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.

Skills: A water weird gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A water weird also has a +12 racial bonus to all Hide skill checks.