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Befouled Weird

Medium · Elemental · CR 5 · Neutral Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
75 (10d8+30)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
14
+2
CON
16
+3
INT
5
-3
WIS
12
+1
CHA
7
-2

Overview

Category Monsters
Size Medium
Type Elemental
Alignment Neutral Evil
XP 1800
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 60 ft (18.3 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Languages

Aquan

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

Freeze

If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn.

Parasitic Amoebas

A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic.

Unclean

If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can’t infect targets with parasitic amoebas for 1 minute.

Water Form

The befouled weird can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Drown in Filth

Recharge 4–6

A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding.

Multiattack

The befouled weird makes two slam attacks.

Slam

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 plus 2d6 necrotic damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).

About Befouled Weird

Befouled Weird is a medium elemental with a Challenge Rating of 5. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 75 hit points (derived from 10d8+30).

Befouled Weird has communication capabilities including Aquan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Befouled Weird

1 tips available

When using Befouled Weird in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 60 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Befouled Weird

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 60 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Befouled Weird?
Befouled Weird has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Befouled Weird?
Befouled Weird is a Medium Elemental, which affects how certain spells and abilities interact with it.
What languages does Befouled Weird speak?
Befouled Weird can communicate in Aquan.

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