You are on page 1of 4

Blistercoil Weird GGR p207

Blistercoil Weird (CR


Medium Elemental, Chaotic Neutral 10) GGR p207

Armor Class Hit Points Speed Challenge PB Medium Elemental, Chaotic Neutral
45 (7d8 + 40 ft., swim
13 4 (1,100 XP) +2 Armor Class Hit Points Speed Challenge PB
14) 60 ft.
75 (10d8 + 40 ft., swim 10 (5,900
16 +4
STR DEX CON INT WIS CHA 30) 60 ft. XP)
16 (+3) 16 (+3) 15 (+2) 5 (-3) 10 (+0) 7 (-2)
STR DEX CON INT WIS CHA
Damage Res. cold, fire; bludgeoning, piercing, and slashing 16 (+3) 22 (+6) 17 (+3) 5 (-3) 10 (+0) 7 (-2)
from nonmagical attacks
Damage Res. cold, fire; bludgeoning, piercing, and slashing
Damage Imm. poison from nonmagical attacks

Condition Imm. exhaustion, grappled, paralyzed, petrified, Damage Imm. poison


poisoned, prone, restrained, unconscious
Condition Imm. exhaustion, grappled, paralyzed, petrified,
Senses darkvision 60 ft., passive Perception 10 poisoned, prone, restrained, unconscious

Languages Draconic Senses darkvision 60 ft., passive Perception 10

Feed on Fire. If the weird takes fire damage from a spell or Languages Draconic
other magical effect, its size increases by one category. If
Feed on Fire. If the weird takes fire damage from a spell or
there isn't enough room for the weird to increase in size, it
other magical effect, its size increases by one category. If
attains the maximum size possible in the space available.
there isn't enough room for the weird to increase in size, it
While the weird is Large or bigger, it makes Strength checks
attains the maximum size possible in the space available.
and saving throws with advantage. If the weird starts its turn
While the weird is Large or bigger, it makes Strength checks
at Gargantuan size, the weird releases energy in an
and saving throws with advantage. If the weird starts its turn
explosion. Each creature within 30 feet of the weird must
at Gargantuan size, the weird releases energy in an
make a DC 12 Dexterity saving throw, taking 28 (8d6) fire
explosion. Each creature within 30 feet of the weird must
damage on a failed save, or half as much damage on a
make a DC 14 Dexterity saving throw, taking 59 (17d6) fire
successful one. The explosion ignites flammable objects in
damage on a failed save, or half as much damage on a
the area that aren't being worn or carried. The weird's size
successful one. The explosion ignites flammable objects in
then becomes Medium.
the area that aren't being worn or carried. The weird's size
Form of Fire and Water. The weird can move through a space then becomes Medium.
as narrow as 1 inch wide without squeezing. In addition, the
Form of Fire and Water. The weird can move through a space
weird can enter a hostile creature's space and stop there.
as narrow as 1 inch wide without squeezing. In addition, the
The first time the weird enters another creature's space on a
weird can enter a hostile creature's space and stop there.
turn, that creature takes 5 (1d10) fire damage and catches
The first time the weird enters another creature's space on a
fire; until someone takes an action to douse the fire, the
turn, that creature takes 11 (2d10) fire damage and catches
burning creature takes 5 (1d10) fire damage at the start of
fire; until someone takes an action to douse the fire, the
each of its turns.
burning creature takes 11 (2d10) fire damage at the start of
Heated Body. A creature that touches the weird or hits it with each of its turns.
a melee attack while within 5 feet of it takes 5 (1d10) fire
Heated Body. A creature that touches the weird or hits it with
damage.
a melee attack while within 5 feet of it takes 11 (2d10) fire
Illumination. The weird sheds bright light in a 30-foot radius damage.
and dim light for an additional 30 feet.
Illumination. The weird sheds bright light in a 30-foot radius
Actions and dim light for an additional 30 feet.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions
Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6)
Hit: 16 (3d8 + 3) bludgeoning damage plus 14 (4d6) fire
fire damage if the weird is Large or bigger.
damage, or 25 (5d8 + 3) bludgeoning damage plus 28 (8d6)
fire damage if the weird is Large or bigger.
Blistercoil Weird (CR 6) GGR p207 Galvanice Weird GGR p209

Medium Elemental, Chaotic Neutral Medium Elemental, Chaotic Neutral

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
52 (7d8 + 40 ft., swim 12 (natural
14 6 (2,300 XP) +3 22 (3d8 + 9) 30 ft. 1 (200 XP) +2
21) 60 ft. armor)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 5 (-3) 10 (+0) 7 (-2) 14 (+2) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 5 (-3)

Damage Res. cold, fire; bludgeoning, piercing, and slashing Damage Res. cold, lightning; bludgeoning, piercing, and
from nonmagical attacks slashing from nonmagical attacks

Damage Imm. poison Damage Imm. poison

Condition Imm. exhaustion, grappled, paralyzed, petrified, Condition Imm. exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10

Languages Draconic Languages —

Feed on Fire. If the weird takes fire damage from a spell or Death Burst. When the galvanice weird dies, it explodes in a
other magical effect, its size increases by one category. If burst of ice and lightning. Each creature within 10 feet of the
there isn't enough room for the weird to increase in size, it exploding weird must make a DC 13 Dexterity saving throw,
attains the maximum size possible in the space available. taking 7 (2d6) lightning damage on a failed save, or half as
While the weird is Large or bigger, it makes Strength checks much damage on a successful one.
and saving throws with advantage. If the weird starts its turn Actions
at Gargantuan size, the weird releases energy in an Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
explosion. Each creature within 30 feet of the weird must Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning
make a DC 13 Dexterity saving throw, taking 38 (11d6) fire damage. If the target is a creature, it must succeed on a DC
damage on a failed save, or half as much damage on a 13 Constitution saving throw or lose the ability to use
successful one. The explosion ignites flammable objects in reactions until the start of the weird's next turn.
the area that aren't being worn or carried. The weird's size
then becomes Medium. Galvanice Weird (CR 3) GGR p209

Form of Fire and Water. The weird can move through a space Medium Elemental, Chaotic Neutral
as narrow as 1 inch wide without squeezing. In addition, the
weird can enter a hostile creature's space and stop there. Armor Class Hit Points Speed Challenge PB
The first time the weird enters another creature's space on a 12 (natural 25 (3d8 +
30 ft. 3 (700 XP) +2
turn, that creature takes 5 (1d10) fire damage and catches armor) 12)
fire; until someone takes an action to douse the fire, the
STR DEX CON INT WIS CHA
burning creature takes 5 (1d10) fire damage at the start of
16 (+3) 10 (+0) 19 (+4) 3 (-4) 10 (+0) 5 (-3)
each of its turns.
Heated Body. A creature that touches the weird or hits it with Damage Res. cold, lightning; bludgeoning, piercing, and
a melee attack while within 5 feet of it takes 5 (1d10) fire slashing from nonmagical attacks
damage.
Damage Imm. poison
Illumination. The weird sheds bright light in a 30-foot radius
and dim light for an additional 30 feet. Condition Imm. exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 10
Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire
Languages —
damage, or 16 (3d8 + 3) bludgeoning damage plus 17 (5d6)
fire damage if the weird is Large or bigger.
Death Burst. When the galvanice weird dies, it explodes in a
burst of ice and lightning. Each creature within 10 feet of the
exploding weird must make a DC 13 Dexterity saving throw,
taking 14 (4d6) lightning damage on a failed save, or half as
much damage on a successful one.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (3d4) lightning
damage. If the target is a creature, it must succeed on a DC
13 Constitution saving throw or lose the ability to use
reactions until the start of the weird's next turn.
Galvanice Weird (CR 6) GGR p209 Poison Weird (CR 10) WDMM p127

Medium Elemental, Chaotic Neutral Large Elemental, Neutral

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
14 (natural 42 (4d8 + 97 (13d10 + 0 ft., swim 10 (5,900
30 ft. 6 (2,300 XP) +3 16 +4
armor) 24) 26) 60 ft. XP)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 23 (+6) 3 (-4) 10 (+0) 5 (-3) 17 (+3) 22 (+6) 15 (+2) 11 (+0) 10 (+0) 10 (+0)

Damage Res. cold, lightning; bludgeoning, piercing, and Damage Res. fire; bludgeoning, piercing, and slashing from
slashing from nonmagical attacks nonmagical attacks

Damage Imm. poison Damage Imm. poison

Condition Imm. exhaustion, grappled, paralyzed, petrified, Condition Imm. exhaustion, grappled, paralyzed, poisoned,
poisoned, prone, restrained, unconscious prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 10 Senses blindsight 30 ft., passive Perception 10

Languages — Languages understands Aquan but doesn't speak

Death Burst. When the galvanice weird dies, it explodes in a Brew Bound. The weird dies if forced to leave the basin of
burst of ice and lightning. Each creature within 10 feet of the toxic brew it inhabits, or if a purify food and drink spell is
exploding weird must make a DC 15 Dexterity saving throw, cast on the brew.
taking 24 (7d6) lightning damage on a failed save, or half as Invisible in Water. The weird is invisible while fully immersed
much damage on a successful one. in toxic brew.
Actions Poisonous Body. A creature takes 21 (6d6) poison damage
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. at the start of each of its turns while grappled by a poison
Hit: 18 (4d6 + 4) bludgeoning damage plus 15 (6d4) lightning weird.
damage. If the target is a creature, it must succeed on a DC
Actions
15 Constitution saving throw or lose the ability to use
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
reactions until the start of the weird's next turn.
creature. Hit: 27 (7d6 + 3) bludgeoning damage. If the target
is Medium or smaller, it is grappled (escape DC 15) and
Poison Weird WDMM p127
pulled 5 feet toward the poison weird. Until this grapple
Large Elemental, Neutral ends, the target is restrained, the poison weird tries to drown
Armor Class Hit Points Speed Challenge PB it, and the poison weird can't constrict another target.
58 (9d10 + 0 ft., swim
13 4 (1,100 XP) +2
9) 60 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

Damage Res. fire; bludgeoning, piercing, and slashing from


nonmagical attacks

Damage Imm. poison

Condition Imm. exhaustion, grappled, paralyzed, poisoned,


prone, restrained, unconscious

Senses blindsight 30 ft., passive Perception 10

Languages understands Aquan but doesn't speak

Brew Bound. The weird dies if forced to leave the basin of


toxic brew it inhabits, or if a purify food and drink spell is
cast on the brew.
Invisible in Water. The weird is invisible while fully immersed
in toxic brew.
Poisonous Body. A creature takes 10 (3d6) poison damage
at the start of each of its turns while grappled by a poison
weird.
Actions
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. 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 poison weird. Until this grapple
ends, the target is restrained, the poison weird tries to drown
it, and the poison weird can't constrict another target.
Poison Weird (CR 6) WDMM p127 Wine Weird (CR 10) ToA p141

Large Elemental, Neutral Large Elemental, Neutral

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
67 (9d10 + 0 ft., swim 112 (15d10 0 ft., swim 10 (5,900
14 6 (2,300 XP) +3 17 +4
18) 60 ft. + 30) 60 ft. XP)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 19 (+4) 24 (+7) 15 (+2) 11 (+0) 10 (+0) 10 (+0)

Damage Res. fire; bludgeoning, piercing, and slashing from Damage Res. fire; bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks

Damage Imm. poison Damage Imm. poison

Condition Imm. exhaustion, grappled, paralyzed, poisoned, Condition Imm. exhaustion, grappled, paralyzed, poisoned,
prone, restrained, unconscious prone, restrained, unconscious

Senses blindsight 30 ft., passive Perception 10 Senses blindsight 30 ft., passive Perception 10

Languages understands Aquan but doesn't speak Languages understands Aquan but doesn't speak

Brew Bound. The weird dies if forced to leave the basin of Invisible in Water. The wine weird is invisible while fully
toxic brew it inhabits, or if a purify food and drink spell is immersed in water.
cast on the brew. Water Bound. The wine weird dies if it leaves the water to
Invisible in Water. The weird is invisible while fully immersed which it is bound or if that water is destroyed.
in toxic brew. Actions
Poisonous Body. A creature takes 14 (4d6) poison damage Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one
at the start of each of its turns while grappled by a poison creature. Hit: 35 (9d6 + 4) bludgeoning damage. If the target
weird. is Medium or smaller, it is grappled (escape DC 16) and
Actions pulled 5 feet toward the wine weird. Until this grapple ends,
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one the target is restrained, the wine weird tries to drown it, and
creature. Hit: 17 (4d6 + 3) bludgeoning damage. If the target the wine weird can't constrict another target.
is Medium or smaller, it is grappled (escape DC 14) and
pulled 5 feet toward the poison weird. Until this grapple Wine Weird (CR 6) ToA p141

ends, the target is restrained, the poison weird tries to drown Large Elemental, Neutral
it, and the poison weird can't constrict another target.
Armor Class Hit Points Speed Challenge PB

Wine Weird ToA p141 15


75 (10d10 + 0 ft., swim
20) 60 ft.
6 (2,300 XP) +3
Large Elemental, Neutral
STR DEX CON INT WIS CHA
Armor Class Hit Points Speed Challenge PB
19 (+4) 20 (+5) 15 (+2) 11 (+0) 10 (+0) 10 (+0)
58 (9d10 + 0 ft., swim
13 3 (700 XP) +2
9) 60 ft. Damage Res. fire; bludgeoning, piercing, and slashing from
nonmagical attacks
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0) Damage Imm. poison

Damage Res. fire; bludgeoning, piercing, and slashing from Condition Imm. exhaustion, grappled, paralyzed, poisoned,
nonmagical attacks prone, restrained, unconscious

Damage Imm. poison Senses blindsight 30 ft., passive Perception 10

Condition Imm. exhaustion, grappled, paralyzed, poisoned, Languages understands Aquan but doesn't speak
prone, restrained, unconscious
Invisible in Water. The wine weird is invisible while fully
Senses blindsight 30 ft., passive Perception 10 immersed in water.

Languages understands Aquan but doesn't speak Water Bound. The wine weird dies if it leaves the water to
which it is bound or if that water is destroyed.
Invisible in Water. The wine weird is invisible while fully Actions
immersed in water. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Water Bound. The wine weird dies if it leaves the water to creature. Hit: 21 (5d6 + 4) bludgeoning damage. If the target
which it is bound or if that water is destroyed. is Medium or smaller, it is grappled (escape DC 15) and
Actions pulled 5 feet toward the wine weird. Until this grapple ends,
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one the target is restrained, the wine weird tries to drown it, and
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target the wine weird can't constrict another target.
is Medium or smaller, it is grappled (escape DC 13) and
pulled 5 feet toward the wine weird. Until this grapple ends,
the target is restrained, the wine weird tries to drown it, and
the wine weird can't constrict another target.

You might also like