Water Weird - AI-generated fantasy Monster

Water Weird

Sluice weirds are not born in oceans or tranquil pools but in places where water is forced to obey. When a channel is choked with old magic, industrial steam, sacrificial runoff, or the memory of ancient river rites, the current can condense into a spiteful guardian. This one has learned that gates fail, lungs fill, and fire dies in the right kind of flood.

Mediumelemental(elemental)CR 3neutral

Water Weird

elementalwatercontrollerambushdrowningsluicefloodaquatic
HP60AC14SPD10 ft., swim 50 ft.CR3PerceptionStealth
STR
14
DEX
16
save
CON
12
save
INT
6
WIS
12
CHA
8
Invisible in Water. While fully immersed in water, the water weird is invisible. Creatures can still detect its passage by ripples, bubbles, and displaced current, but they have disadvantage on Wisdom (Perception) checks to spot it unless they can see through the water magically.
Amorphous Flow. The weird can squeeze through open channels, sluice grates, and gaps no wider than 1 inch if they are filled with water, and it ignores nonmagical difficult terrain caused by water.
Pressure Sense. The weird has advantage on initiative rolls while it is in water, and the first Water Lash it hits with each combat can pull the target an additional 5 feet if the target is in or adjacent to water.
Fire Absorption. If the weird takes fire damage, it heals instead of being harmed by some of it, as described in Fire Absorption.
Water Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 10 () bludgeoning damage, and if the target is Large or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet toward the water weird. The target is restrained until the start of the weird's next turn if it is in water or standing in an area that is at least ankle deep.
Whelm. The water weird targets one Large or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw or take 13 () bludgeoning damage, be grappled (escape ), and be submerged if it is in water. While grappled this way, the target is restrained, can't breathe, and takes 7 () bludgeoning damage at the start of each of the weird's turns. The weird can grapple only one creature at a time.
Fire Absorption. When the water weird takes fire damage, it absorbs part of the flame and uses the heat to thicken its current-body. It regains hit points equal to half the fire damage taken, rounded down, and until the end of its next turn its Water Lash deals an extra 3 fire damage. If this healing would raise it above its hit point maximum, the excess is lost.
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