b'Sewer Weird \n'b'  Large   elemental ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  136 (16d10 + 48)  Speed  30 ft., swim 60 ft.\n'b' STATS STR: 10 (+0) DEX:  19 (+4)  CON:  17 (+3)  INT:  5 (\xe2\x80\x933)  WIS:  10 (+0)  CHA:  3 (\xe2\x80\x935)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Languages  Aquan  Challenge  8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elemental Nature . The sewer  weird  doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Flammable Fumes . If the sewer  weird  takes fire damage it erupts in a gout of flame. The  weird  immediately takes 5 (2d4) thunder damage, and each creature within 10 feet of the  weird  must succeed on a DC 15  Dexterity  saving throw or take 3 (1d6) thunder damage and 7 (2d6) fire damage. \n'b'  Water Form . The sewer  weird  can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The sewer  weird  makes three Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  Sewer Overflow (Recharge 5\xe2\x80\x936) . The sewer  weird  emits a tide of filth and water from itself in a 15-foot cube. Each creature in this cube must make a DC 15  Constitution  saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) poison damage and is infected with sewer plague. On a success, a creature takes half as much damage and isn\xe2\x80\x99t infected. \n'b'\n'b' ABOUT \n'b' A water elemental rises from the sewer, bringing a tide of filth with it. Its form is thick with the city\xe2\x80\x99s detritus: discarded food, rotting trash, and offal. It moves with a malevolence its purer kin lack. \n'b' Sewer weirds are corrupted water elementals born of urban decay. As filth piles in ill-maintained sewers and as streets and drains crumble, the accumulated rot coalesces into a maddened elemental dedicated to destroying its environs. These elementals resemble desecrated forms of proper water elementals, their wavelike forms filled with the waste that birthed them. \n'b'  Bringers of Plague . A sewer weird\xe2\x80\x99s arrival is often accompanied by the outbreak of new and horrible diseases. \n'b' Sudden epidemics pop up faster than clerics can cure them, the disease seemingly appearing without cause as curative measures fail and investigators disappear. The sudden stress of the epidemics causes filth to build up and infrastructure to degrade, creating even more sewer weirds. \n'b'  Symptoms of Rot . Sewer weirds thrive when an underlying problem degrades the city\xe2\x80\x99s health: conspirators or wererats hiding in the sewer system, monsters burrowing beneath the city, or good old fashioned political corruption stirring enough discontent in the populace that it coalesces as animated sewage. Regardless of the specifics, something happening in the city generates sewer weirds, and heroes seeking to destroy the weirds would do well to figure out and solve the source before the weirds overwhelm the city. \n'b'  Urban Terrors . Sewer weirds are well-adapted to cities and settlements. They travel through the sewers, unseen by most, and pick off isolated victims, dragging their body into the sewers to further the rot. Even after a sewer weird is identified, fighting it requires crawling through a collapsing sewer system, where hunters might be ambushed with little room to retreat or call for help.'