13
58 (9d10+9)
walk 0 ft., swim 60 ft.
fire; bludgeoning, piercing, slashing from nonmagical attacks
poison
exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
blindsight 30 ft.
understands Aquan but doesn't speak
3
The water weird is invisible while fully immersed in water.
The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.