Water Weird (D&D)

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==Basic Dungeons and Dragons==
A water weird is a magical creature made of water which lives in a pool or another body of water. It attacks all living things that disturb it, feeding on the life forces of its victims in some unknown way. Water weirds my appear in nearly any shape, although the form of a giant snake is most common. Those that live in large bodies of water will retreat to the bottom or a corner of their home if hard pressed.
In combat, weirds attack single enemies within 10 feet of their pool. The weird forms from the water in 2 melee rounds. Instead of suffering a normal attack, victims must make a Saving Throw vs. Paralyzation (dexterity bonuses apply). Victims who fail their Saving Throw rake damage and are seized and dragged into the water. Once a victim is trapped and pulled underwater, the weird ignores other opponents until the trapped victim is dead. A trapped character can attack the weird with a -4 penalty on the Hit Roll. Once in the water, victims take 1 point of damage and must make a Saving Throw vs. Death Ray each round, or become unconscious. Unconscious victims die after 3 rounds unless rescued. 
Sharp weapons cause only 1 point of damage per hit on a water weird; blunt weapons cause normal damage. All strength and magical bonuses apply. Damage equal to a weird‘s total hit points disrupts if, but it reforms in 2 melee rounds. Cold attacks slow water weirds (half movement and only attacks every second round), but fire-based spells do only half or none of their normal damage (a successful Saving Throw results in no damage). A purify food and water spell kills water weirds immediately. All other attacks do not harm them. Larger water weirds are possible. For every additional 3 Hit Dice, the weird’s Armor Class is improved by 2, damage is increased by 1, attack range is increased by 5 feet, and victim’s Saving Throws and auacks made with additional penalties of -2.
AC 5 | HD 3* | Move 60' (20') in water only | Attacks 1 | Damage 1 + Drowning | Number Appearing 1-2 | Save As Fighter 6 | Morale 12 | Treasure Type I | Intelligence 2 | Alignment Chaotic | XP Value 50
Category:D&D
Category:Aquatic Theme D&D