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Water Weird

Water Weird

Water Weird Game Tokens

Enhance your gameplay with our free Water Weird game tokens at Mistcharter Maps! Download now to bring the enigmatic depths to your tabletop adventures with detailed, vivid artwork. Whether you're navigating treacherous waters or exploring hidden aquatic realms, our tokens will immerse you in the mysterious world of Water Weirds, adding a splash of excitement to your campaigns.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    3

  • Type

    Elemental

  • Size

    Large

  • Habitat

    Ocean
    Explore our Ocean maps for more inspiration.

  • AC

    13

  • HP

    58 (9d8 + 18)

  • "

    Water Weird Introduction

    In the dim light of the cavern, where shadows dance upon the walls and the air is thick with the scent of damp earth, a mysterious presence lurks beneath the surface of a still, dark pool. This is the domain of the Water Weird, a creature born of elemental magic and bound to the waters it inhabits. As you approach, the water ripples unnaturally, as if alive, hinting at the hidden danger that lies within.


    The Water Weird is a serpentine entity, its form composed entirely of water. It moves with a fluid grace, its body undulating like a living stream. When it chooses to reveal itself, the creature's translucent form shimmers with an ethereal glow, reflecting the ambient light in a mesmerizing display. Its eyes, if they can be called such, are mere suggestions of form, yet they seem to watch with an ancient intelligence, assessing those who dare to intrude upon its watery realm.


    Typically found in secluded pools, underground lakes, or the hidden depths of enchanted rivers, the Water Weird is a guardian of its aquatic home. It is said that these creatures are bound to their waters by powerful magic, tasked with protecting the purity and sanctity of their domain. Legends speak of ancient rituals performed by druids and elementalists, who called upon the Water Weirds to safeguard sacred springs and hidden wells from those who would seek to exploit their power.


    Though not inherently malevolent, the Water Weird is fiercely territorial and will defend its home with a relentless determination. It strikes with the speed and precision of a striking viper, its watery coils wrapping around intruders with a strength that belies its liquid form. Those who fall victim to its grasp find themselves pulled beneath the surface, struggling against the suffocating embrace of the water itself.


    Adventurers who encounter a Water Weird must tread carefully, for these creatures are as unpredictable as the waters they inhabit. Some tales tell of travelers who have earned the creature's favor, gaining safe passage or even guidance through treacherous waters. Others speak of those who have underestimated the Water Weird's power, only to vanish without a trace, their fate sealed beneath the rippling surface of the pool.


    "

  • Water Weird Skills & Traits

    Skills

    • Stealth +4

    Senses

    • Darkvision 60 ft.
    • Passive Perception 10

    Languages

    • Aquan
    • Understands Common but can't speak

    Abilities

    • Amphibious: The water weird can breathe air and water.
    • Invisible in Water: The water weird is invisible while fully immersed in water.

    Actions

    • Constrict: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the water weird can't constrict another target.

  • "

    Battle Tips for Water Weird

    The Water Weird is a fascinating and challenging creature to incorporate into your campaign. As a Dungeon Master, you can use its unique abilities to create memorable encounters for your players. Here are some tips on how to effectively use a Water Weird in battle:


    • Elemental Surprise: Water Weirds are invisible while submerged, making them perfect for ambushes. Position them in bodies of water where players might not expect an attack, such as a tranquil pond or a decorative fountain in a seemingly safe area.
    • Environmental Advantage: Use the Water Weird's ability to control water to your advantage. Flood rooms or create strong currents to separate party members, making it harder for them to coordinate their attacks.
    • Multiple Weirds: If using multiple Water Weirds, have them work together to isolate and target a single player. They can use their constricting abilities to restrain and drown opponents, making it difficult for the party to rescue their ally.
    • Strategic Retreat: Water Weirds are intelligent enough to retreat if the battle turns against them. Use their ability to merge with water to escape through drains or waterways, allowing them to regroup and attack again later.
    • Allies and Terrain: Pair Water Weirds with other water-based creatures or in environments that enhance their abilities, such as a flooded cavern with slippery surfaces and limited visibility.
    • Psychological Warfare: Use the Water Weird's eerie and mysterious nature to unsettle players. Have it whisper threats or taunts from the water, creating a tense atmosphere before it strikes.

    By leveraging the Water Weird's unique abilities and the environment, you can create a dynamic and challenging encounter that will test your players' strategic thinking and teamwork.


    "

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