b'Water Weird \n'b'  Large   elemental ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  90 (12d10 + 24)  Speed  30 ft., swim 90 ft.\n'b' STATS STR: 17 (+3) DEX:  14 (+2)  CON:  14 (+2)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +6  Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  poisoned ,  restrained ,  prone , unconscious  Senses   darkvision  60 ft., passive  Perception  16  Languages  Aquan  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\n'b'  Ambusher . In the first round of a combat, the water weird has advantage on  attack  rolls against any creature it has surprised. \n'b'  Surprise Attack . If the water weird surprises a creature and hits it with an  attack  during the first round of combat, the target takes an extra 14 (4d6) damage from the  attack . \n'b'  Water Invisibility . The water weird is completely invisible while fully submerged in water. \n'b'  Water Bound . If the pool to which it is bound is destroyed, or the water weird leaves the pool, it dies. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The water weird makes two attacks: one slam  attack  and one to constrict. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'  Constrict .  Melee Weapon Attack : +5 to hit, reach 15 ft., one target.  Hit : 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is  grappled  (escape DC 14) and pulled 10 feet toward the water weird. Until this grapple ends, the target is  restrained , the water weird tries to drown it, and the water weird can\xc2\x92t constrict another target.'