Water Weird
Dungeons & Dragons · Tabletop · Large Elemental (Water)
- Tier
- 9-B, up to 8-A
- Attack Potency
- Wall Level, up to Multi-City Block Level
- Speed
- Subsonic, up to Ftl+
- Durability
- Wall Level, up to Multi-City Block Level
Powers and abilities
- Superhuman Physical Characteristics
- Inorganic Physiology (Are made from water)
- Self-Sustenance (Types 1, 2, and 3; Elementals do not require any kind of sustenance)
- Immortality (Type 9; As an elemental an it can be hit only by +2 magical weapons and above which means it exists on at least three planes)
- Enhanced Senses (Have blindsight)
- Water Manipulation (Via Elemental Blast)
- Camouflage (Via Invisible In Water)
- Summoning (Shown here)
- Transmutation (Non-elemental creatures that enter their pool are transformed into elemental matter)
- Regeneration (Low-Mid; Shown here)
- Damage Reduction (Shown here)
- Social Influencing (Are skilled in both diplomacy and intimidation)
- Mind Manipulation (Via Elemental Command)
- Magic
- Reality Warping and Holy Manipulation (Are able to cast divine magic; Magic in D&D is manipulation of the Weave which is a fundamental part of reality)
- Non-Physical Interaction (Magic in D&D is able to affect abstract, intangible and incorporeal beings)
- likely many more (As a Sorcerer they should have access to various spells)
- They are able to will use the following spells at will
- granting them: Information Analysis (Via Analyze Dweomer)
- Telepathy (Via Contact Other Planes and Detect Thoughts)
- Extrasensory Perception (Via Clairaudience /Clairvoyance, Foresight and True Seeing)
- Clairvoyance (Via Discern Location, Find the Path, Legend Lore, Locate Creature, Locate Object, and Vision)
- Automatic Translation (Via Tongues)
- Healing (Due to having the Healing Domain, the Water Weird has access to various healing spells)
- the Water Domain also grants them: Acid Manipulation (Via Acid Fog)
- Temperature Manipulation (Via Cone of Cold)
- Weather Manipulation (Via Control Weather)
- Summoning (Via Elemental Swarm)
- Water Manipulation (Via Horrid Wilting)
- Ice Manipulation (Via Ice Cloud)
- Smoke Manipulation (Via Acid Cloud, Fog Cloud, and Obscuring Mist)
- Power Bestowal (Via Water Breathing)
- Extreme Resistance to Paralysis Inducement (Shown here)
- Status Effect Inducement (Shown here)
- Pressure Points (Are immune to critical hits, i.e being hit in a weak spot)
Weaknesses
Their life force is bound to a pool of water
Ranked tied for #118 of 704 in Dungeons & Dragons by strength.
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