Water Weird (4e Creature)

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A water weird drowning its opponent.

Water weirds are a life form originating in the elemental chaos. They attack all living things, feeding from their essences in some unknown manner. These elementals form from water, appearing as a serpent, and lash out to grab targets. Their victims are dragged into water where they drown.


A character knows the following information about water weirds with a successful Arcana check.

DC 10: A water weird is a rare snake-like water elemental. They are as fast on land as they are in the water, and seek to drown their victims.

DC 20: Unlike most other water elementals, water weirds actively attack any living things to drain their life-force. Cold and ice attacks partially solidify them, rendering them vulnerable to further attacks.

DC 25: A water weird sometimes has an entourage of lesser water elementals. It is said that they can forcefully take control of such creatures by touch alone.


Level 2 Encounter (XP 700)

This water weird is the adopted deity of a tribe of bullywugs. Several bullywugs have been sacrificed to the elemental, their life forces drained as they drowned. Their withered corpses rise to defend the shrine. (Adapted from Greg Gillespie's The Bastion of the Boglings.)


  • 1 water weird (Level 3 elite controller)
  • 3 bullywug zombies (Level 1 brute)
  • 1 lesser water elemental (Level 1 controller) [Monster Vault]


  • 1 pool of fetid, stinking water (2 squares by 2 squares; difficult terrain)
  • 4 pillars (1 square; obstructing terrain)
  • 4 piles of bullywug and human skulls (1 square; difficult terrain; creatures entering the square must make a DC 20 Acrobatics check to avoid losing their balance; creatures adjacent to the skull pile can kick it over as a minor action, making a Strength vs. Reflex attack against one creature adjacent to the skull pile. On a hit, the target is knocked prone.
  • 4 piles of offerings (totaling 90 gp and 2 turquoise gems, worth 100 gp each)

Water Weird

Water Weird
Level 3 Elite Controller
Large Elemental Beast (aquatic, water)
XP 300
HP 90; Bloodied 45 Initiative +6
AC 17; Fortitude 16, Reflex 15, Will 14 Perception +1
Speed 6, swim 6
Saving Throws +2; Action Points 1
The elemental can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against non-aquatic creatures.
Sensitive to Cold
Whenever the elemental takes cold damage, it gains vulnerable 5 against the next attack that hits it before the end of its next turn.
When the water weird sustains a grab, the grabbed creature is considered to have taken damage for the purpose of holding their breath whilst deprived of air.
Standard Actions
Basicmelee.png Serpent Lash ♦ At-Will
Attack: Melee 2 (one creature); +7 vs. Reflex
Hit: 1d6 + 4 damage, pulled 1 square and the water weird grabs the target (escape DC 15) if it is not currently grabbing more than two medium or smaller creatures.
Melee.png Double Attack ♦ At-Will
Effect: The water weird uses serpent lash twice.
Move Actions
Melee.png Control Water Elemental ♦ At-Will
Attack: Melee 2 (one elemental beast with the water keyword)
Effect: The target makes a charge action against one target chosen by the water weird.
Triggered Actions
Amorphize ♦ At-Will
Trigger: An attack bloodies the water weird.
Effect: (immediate reaction) The water weird becomes a large pool of water until the beginning of its next turn. It releases any creatures it has grabbed. In this form, it takes half damage from melee and ranged attacks, but cannot perform any actions except to sustain the effect with a minor action. If the weird was already in a body of water, it gains total concealment. When the effect ends, the weird immediately gains 10 temporary hit points, or 15 if it was in a body of water.
Str 16 (+4) Dex 14 (+3) Wis 11 (+1)
Con 13 (+2) Int 5 (-2) Cha 8 (+0)
Alignment Chaotic Evil Languages Primordial
An experienced water weird; by pxleyes on Flickr

Water weirds are usually encountered in a body of water, such as a pond or fountain, in a dormant amorphous state. In this form they have total concealment and it requires a DC 26 Perception check to be noticed. When they decide to attack, it takes them one turn to form during which the DC to notice them drops to 21.

Once a water weird has grabbed one or two victims, they will sustain the grab and use drowning - grabbed victims are considered to be deprived of air:

A character taking damage whilst deprived of air must make a DC 20 Endurance check at the end of their turn. If the character fails either Endurance check, they lose one healing surge and must continue to make checks. A character with no healing surges who fails a check takes damage equal to their level.
—Paraphrased text from the Dungeon Master's Guide.

As it does this, it will continue to serpent lash at other foes.

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