Sewer Weird
Large Elemental, neutral evil
Armor Class 15 (natural armor)
Hit Points 136 (16d10+48)
Speed 30 ft., swim 60 ft.
- STR
- 10 (+0)
- DEX
- 19 (+4)
- CON
- 17 (+3)
- INT
- 5 (-3)
- WIS
- 10 (+0)
- CHA
- 3 (-4)
Skills Perception +0
Damage Resistances acid, cold; nonmagic B/P/S attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60', passive Perception 10
Languages Aquan
Challenge 8
Traits
Elemental Nature. Doesn't require air food drink or sleep.
Flammable Fumes. If it takes fire it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder and each creature within 10 ft. of the weird must make DC 15 Dex save or take 3 (1d6) thunder and 7 (2d6) fire.
Water Form. Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide with o squeezing.
Actions
Multiattack. Three Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage and the target must make DC 15 Con save or be poisoned until end of its next turn.
Sewer Overflow (Recharge 5-6). Emits a tide of filth and water from itself in a 15 ft. cube. Each creature in this cube: 18 (4d8) bludgeoning damage and 18 (4d8) poison and is infected with sewer plague (DC 15 Con half damage and isn't infected).






