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WATER WEIRD

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  SIZE:    Small  Medium  Large
  -------------------------------------------------------
  HD:        3      6       9   
  MOVE:      20 ft., swim 60 ft.
  AC:        15     17      19
  ATTACKS:   +3     +6      +9 melee (1d8+3/6/9, drowning)
  SAVES:     F+8/R+10/W+8
  ATT:       ST 20 DX 16 CN 14 IN 16 WS 15 CH 15
  ALIGNMENT: Chaotic
  TREASURE:  Special
  XP:        150    300    900
  SPECIAL:   Vortex, drench, drowning, fire resistance, 
	         water mastery

The water weird are a life form originating from the elemental plane of water. The can hide within water even in front of a being. A detect magic will reveal that the water they reside in is indeed magical. They attack all living thing, feeding from their essences in some unknown matter.

COMBAT

The creature forms in but 1/2 an action appearing as a serpent and lashes out at a nearby opponent. Opponents hit by the weird must make a reflex save (DC 20) or be dragged into the pool the weird resides. While an opponent is being drowned by the water weird they take 2d8+4 every round until freed, no need to hit. Once the weird has a victim it will continue drowning that victim until dead. It cannot attack others while drowning an opponent.

A drowning victim may try to break free by performing a full action move and making a strength check (DC 20) against the creature.

Piercing weapons do 1 point of damage to the creature, slashing weapons 2 points of damage, and blunt weapons full damage. If the weird is brought to zero hitpoints it will reform back to full hit points in 2 rounds.

1st level and above cold based spells that do damage act like a slow spell on it and deal no damage. A purify food and water spell well deal 1 point of damage per caster level or destroy a zero hitpoint water weird. Otherwise the being is unaffected by spells.

SPECIAL ABILITIES

Vortex (Su): A water weird can transform itself into a whirlpool once every 10 minutes (provided that he is underwater) and remain in that form for up to 5 rounds. In vortex form, A water weird can move through the water or along the bottom at his swim speed. The vortex is 5 feet wide at the base and up to 30 feet wide at the top, and between 10 feet and 40 feet tall. A water weird sets the height of the vortex within that range. A creature smaller than Large must succeed at a Reflex save (DC 17) when it comes in contact with the vortex or take 2d6 points of damage. The victim must also succeed at a second Reflex save at the same DC or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage but can leave if the save is successful. A water weird can eject any carried creatures whenever he wishes, depositing it wherever the vortex happens to be. If the vortex's base touches bottom, it creates a swirling cloud of debris. This cloud is centered on A water weird and has a diameter of half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment (see Concealment). Those caught in the cloud must succeed at a Concentration check (DC 17) to cast a spell.

Drench (Ex): A water weird's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin that are Large size or smaller. A water weird can dispel magical fire he touches as though with a dispel magic spell cast by an 11th level sorcerer.

Water Mastery (Ex): A water weird gains a +1 bonus on attack and damage rolls if both he and his opponent are touching water. If either the opponent or water weird is landbound, the water weird suffers a -4 penalty on attack and damage rolls (these modifiers are not included in the statistics above). A large water weird can also be a serious threat to boats that cross his path. He can easily overturn a vessel less than 55 feet long and stop vessels of up to 110 feet in length.

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