Beach Weird

Large Elemental, neutral

Armor Class 14 (natural armor)

Hit Points 65 (10d10+10)

Speed swim +40, walk +20

Challenge 3

STR
17
+3
DEX
13
+1
CON
13
+1
INT
13
+1
WIS
14
+2
CHA
10
+0

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