Beach Weird
Large Elemental, neutral
Armor Class 14 (natural armor)
Hit Points 65 (10d10+10)
Speed swim +40, walk +20
Challenge 3
Skills perception +2
Damage Resistances acid, fire; nonmagic B/P/S attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 30', passive Perception 12
Languages Aquan
Special Abilities
Elemental Nature. Doesn't require air food drink or sleep.
Invisible in Water. Is invisible while fully immersed in water.
Swim in Sand. Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand.
Tidepool Bound. Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs.
Actions
Slam. Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird.
Create Quicksand (3/Day). Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead.
Source: Tome of Beasts 3 · OGL/Open