Water Weird

Large Elemental, Neutral

STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Invisible in Water.

The water weird has the Invisible condition while fully immersed in water.

Water Bound.

The water weird dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

Surge.

Melee Attack Roll: +5, reach 10 ft. Hit: 13 (3d6 + 3) Cold damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Find this creature in the encounter builder

Water Weird

Source: Monster Manual (2025), p. 323 - Licenses and attribution