Weird, Lesser Elemental Water (CR 5)

Medium Elemental (Extraplanar and Water)
Alignment: Neutral
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +8, and Spot +8
Languages: undestands Aquan but cannot speak


AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Hit Dice: 8d8 (36 hp)
Fort +3, Ref +3, Will +4
Speed: Swim 90 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: slam +7 melee, elemental blast +10 ranged
Damage: Melee slam 1d4+1 plus 1d6 cold, ranged elemental blast 2d6 cold
Special Attacks/Actions: constrict, elemental blast, elemental command, improved grab, suffocate
Abilities: Str 12, Dex 19, Con 11, Int 12, Wis 15, Cha 11
Special Qualities: Elemental glide, elemental invisibility, elemental subtype
Feats: Dodge, Improved Initiative, Mobility
Skills: Hide +15, Listen +8, Move Silently +14, and Spot +8
Advancement: 9-14 HD (Medium); 16-30 HD (Large); 31-45 HD (Huge)
Climate/Terrain: Elemental Plane of Water
Organization: Solitary
Treasure/Possessions: None

Source: Dragon #347

Elemental Blast (Ex): Once per round, a lesser elemental weird can release a blast of elemental energy that deals 1d6 points of damage per 4 Hit Dice. The energy type of this damage differs for each type of weird: air weirds fire a ball of electricity, earth weirds expel a glob of acid, fire weirds shoot a burst of fire, and water weirds discharge a blast of incredibly cold water. The range increment for this blast is 30 feet. The type of damage dealt is the same type dealt by the weird's slam attack.

Elemental Command (Su): A lesser elemental weird can attempt to gain control over any elemental of the same subtype as it that it successfully hits with a melee attack. The elemental must make a successful DC 14 Will save or succumb to the weird's control. An elemental that saves against this attack is immune to that weird's elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control. The save DC is Charisma-based.

Once under the weird's control, an elemental serves the weird for 1 day, until either it or the weird dies, until the weird dismisses it, or until the duration of its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to communicate to maintain control over any elemental it commands.

Improved Grab (Ex): To use this ability, a lesser elemental weird must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can suffocate.

Suffocate (Su): While being grappled by a lesser elemental weird a creature is deprived of air. Normally, a creature can hold its breath a number of rounds equal to twice its Constitution score before it begins to suffocate. While being grappled by a weird, a creature can only hold its breath if it makes a DC 8 Constitution check every round. Each round, the DC increases by +1. When the character finally fails its Constitution check, it begins to suffocate. In the first round, it falls unconscious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if still being grappled by the weird, it suffocates.

Elemental Glide (Ex): A lesser elemental weird can glide through the same element as its subtype as easily as a fish swims through water. Its passage leaves behind no tunnel, nor creates any sign of its presence. A gust of wind, move earth, wall of fire, or similar spell that manipulates elements cast on an area containing a burrowing weird flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental Invisibility (Ex): As a full-round action, a lesser elemental weird fully submerged or surrounded by the same element as its subtype can turn invisible. True seeing and similar spells reveal these creatures as normal.

Elemental Immunities: Lesser elemental weirds possess a subtype related to the element they embody. This subtype, air, earth, fire, or water, determines the damage type of a weird's elemental blast and slam attack, its immunities and vulnerabilities, and its movement type.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.