Sewer Weird
Large Elemental neutral evil
- Armor Class: 15 (natural armor)
- Hit Points: 136 (16d10+48)
- Speed: walk 30 ft. swim 60 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Tome of Beasts 3, page 341
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
19 (+4) |
17 (+3) |
5 (-3) |
10 (+0) |
3 (-4) |
- Skills: perception +0
- Damage Immunities: poison
- Damage Resistances: acid, cold; nonmagic B/P/S attacks
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60', passive Perception 10
- Languages: Aquan
Special Abilities
- Elemental Nature: Doesn't require air food drink or sleep.
- Flammable Fumes: If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire.
- Water Form: Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing.
Actions
- Multiattack: Three Slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn.
- Sewer Overflow (Recharge 5-6): Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected).
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