1. Races

Water Weird

Water Weird

Traits 

Invisible in Water. The water weird is invisible 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

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC: 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

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