Water Weird [Water Kin Elemental]

A hostile spirit from the elemental plane of Water that lurks in wells and fountains, rearing up as a liquid serpent to drag the living under and feed on their drowning.

Setting: Core Rules · Sources: MC2 Volume II

Appearance

Until it moves, a water weird is indistinguishable from the water that holds it: a still well, a decorative fountain, a cistern or basin. A detect invisible spell cast on the pool tells the caster that something there is wrong, but gives no hint of what. When prey comes near, the water stirs and gathers itself into a coiling serpent shape, a process that needs two full rounds.

Combat

Once its serpent body has formed, the weird strikes with the attack ability of a 6 Hit Die monster. A creature it hits must make a saving throw vs. paralyzation or be hauled into the water. Each round a victim stays submerged calls for another save, and any failure means the victim drowns.

Its fluid form shrugs off most punishment. Edged weapons such as swords and axes deal only 1 point per hit, while maces, hammers and other blunt weapons do full damage. Cold acts on it like a slow spell. Against a fireball it takes half damage on a failed save and none on a success. Most other attacks have no effect.

Bringing a water weird to 0 hit points with these methods does not kill it. The creature simply splashes apart, then rebuilds its serpent form two rounds later and attacks again. The one sure end is purify water, which unravels its life essence and destroys it outright, though each casting accounts for only one weird: three of them require three castings.

If a weird touches a water elemental, it can try to seize command of it by rolling 11 or higher on 1d20. A failed roll means it cannot try again during that encounter.

Habitat and Society

Water weirds are solitary. When two or three share a pool, it is only because the hunting there is good. Many of those on the Prime Material plane are held by magical bindings, usually laid by a wizard who summoned them to serve, and they constantly look for a way to slip those bonds and go home. They are quite intelligent, so a party that finds a way to talk with one and offers something it wants may avoid a fight. Their chaotic temperament means any such deal can collapse without warning.

Ecology

Scholars have never worked out exactly how water weirds sustain themselves. Their nature as elemental beings makes them hard to study, but they clearly draw nourishment from the energy given off when a creature drowns inside them, perhaps in a manner related to the way will-o-wisps feed.

More: Monsters starting with W · Core Rules monsters · All monsters A-Z
Related: Aerial Servant [Air Kin] · Air Kin [Elemental] · Air/Earth Elemental · Azer [Fire Kin] · Clerical Elemental [Dark Sun] · Composite Elemental · Crysmal [Earth Kin] · Darkness Elemental · Earth Kin [Elemental] · Earth Weird [Elemental Kin] · Elemental [Ravenloft] · Elemental Overview

Statistics

Climate/TerrainAny water
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietSee below
IntelligenceVery (11-12)
TreasureI,O,P,Y
AlignmentChaotic evil
No. Appearing1-3
Armor Class4
Movement12
Hit Dice3+3
THAC015
No. of Attacks0
Damage/AttackNil
Special AttacksDrowning
Special DefensesSee below
Magic ResistanceNil
SizeL (10'+ long)
MoraleElite (13)
XP Value420