FREQUENCY: Very rare ([Cold
Freshwater Surface], [Cold Freshwater Depths])
FREQUENCY: Very rare ([Cold
Saltwater Surface], [Cold Saltwater Depths])
FREQUENCY: Very rare ([Temperate
Freshwater Surface], [Temperate Freshwater Depths])
FREQUENCY: Very rare ([Temperate
Saltwater Surface], [Temperate Saltwater Depths])
FREQUENCY: Very rare ([Tropical
Freshwater Surface], [Tropical Freshwater Depths])
FREQUENCY: Very rare ([Tropical
Saltwater Surface], [Tropical Saltwater Depths])
FREQUENCY: Very rare ([Dungeon Level V])
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 3 + 3
% IN LAIR: 50%
TREASURETYPE: [I], [O], [P],[Y]
NO. OF ATTACKS: 0 ~ 13
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Drag into
water (drowning), TAKE over water elemetals
SPECIAL DEFENSES: General
immunity weapons and magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (10'+ long)
LEVEL/X.P. VALUE: V | 370
+ 4
SAVES: 13.14.15.16.16
The water weird are a life
form originating in the Elemental Plane of
Water.
They attack all living things,
feeding from their essences
in some unknown manner.
The creature forms in two
melee rounds from the water, appearing as a serpent, and lashes out,
striking as a 6 HD monster.
Sharp weapons cause but 1
HP
of damage; blunt ones cause normal damage when striking these monsters.
Damage equal to its total
HP
disrupts the water weird; it reforms again in 2 melee rounds.
Cold spells slow it, fire-based
spells do half or no damage, but a purify water spell actually kills.
All other attacks simply
do
not harm or disrupt the creature.
Drag Into Water (Drowning): Any creature struck will be dragged into the water unless it saves versus paralyzation.
TAKE over water elementals: water weird can take over a water elemental on a dice score of 11 or better on a 20-sided die.
<read descrip>
<created by Ernest Gygax?>