Is there water weird in 5e weird tank dnd 5e?
Let us get into the spell description of Weird Tank 5e and check what it says about Water Weird. 5e Weird tank is a Rare, beautiful item (requires attunement). A weird tank 5e is a 10-gallon tank made of blown glass and bronze.
Weird Tank 5e d&d
It has a backpack-like carrying strap made from tough leather. The tank contains water weird in dnd 5e. You can open the tank by using an action while wearing it. The water weird will act immediately after you, in the initiative order. It is bound to your tank.
While wearing the tank, you can command the water strange telepathically (no action necessary). The tank can be closed only after you have first instructed the water strange to retract into the tank or if it is dead.
The tank’s magical containment property is lost if the water weird is destroyed. It will spend at least 24 hours in an elemental node before it can be re-enabled—a new water weird forms within the tank when it is recharged.
The tank is AC 15, 50 hit points, vulnerable to bludgeoning, poison, and psychic damage. The tank and any water weird within it can be destroyed by reducing it to 0 hit point.
- The Water Weird 5e can be found in the Weird Tank at any time.
- It is bound to the tank.
- It can’t leave the tank without being destroyed.
- After you open the tank, the Water Weird will emerge from it. The Water Weird will then remain in your space as long as the backpack is on.
- It doesn’t need to be put down or placed into another source of drinking water. The Weird Tank is the source of its water.
- The Water Weird cannot drown any target. It makes melee weapon attacks. It can also constrict them.
- The Water Weird cannot drown targets. It uses the Constrict action. If you were wearing the Weird Tank and found yourself in this situation, you could telepathically instruct the Water Weird not to drown you but retract.
Is there a way to beat the water weird in 5e?
This spell purifies food and drinks. An evil water weird can be defeated. It is believed that this spell can instantly kill the creature. However, adventurers have reported it as being able to cleanse evil water weirds of their lousy alignment.
WATER WEIRD 5e
Wizards of the Coast (r) originally published the water weird. It is a conversion to 3E Dungeons and Dragons.
Large elemental, neutral
Armor Class: 13
- Hit Points: 58 (9d10 + 9).
- Speed 0 ft., swim 60 ft.
- STR: 17 (+3)
- DEX: 16 (+3)
- CON: 13 (+1)
- INT: 11 (+0).
- WIS: 10 (+0).
- CHA: 10 (+0).
- Damage Resistances: Fire; piercing, bludgeoning and fire from nonmagical attack
- Damage Immunities: poison
- Immunities to Condition: Effusion, paralyzed or poisoned, restrained and prone, unconscious.
- Senses: blindsight 30 ft., passive Perception 10
- Languages: Aquan understands but does not speak
- Challenge: 3 (700XP)
- Invisible in water: While fully submerged in water, the water strange is not visible.
- Water Bound: Water that is not in its water-binding water or destroyed by it will die.
- Constrict: Melee Weapon Attack: +5 to hit and reach 10 ft. One creature
- Hit: 13 (3d6+3) bludgeoning damage. If the target is Medium or smaller, the target is wrestled (escape DC 13) and pulled 5 feet towards the water weird. The target is held until the grapple ends. The water weird attempts to drown it.
Water Weird 5e combat
The water strange has appeared in the first round. The advantage of attacking any creature has been surprising—Surprise Attack. Suppose the water weird surprises a creature and eventually hits it with an attack during the first round of d&d 5e combat. In that case, the target will take an extra 14 (4d6) damage from the attack.
Could the spell see invisibility enable you to see weird water weird in dnd 5e while underwater?
Yes, you can. The See Invisibility spell allows the user to see creatures with the invisibility trait. It’s not limited to the Invisibility spell so that it can be used. The DM can try to figure out the best way, or at least an outline.
It’s supposed to make it invisible in water, but I wouldn’t say I like it because of its magical effects that grant it invisibility. A DM with reasonable minds can change the stat block to give the Roper and Animated Armor the camouflage trait.