So, in my parade of Barrowmaze creatures, I figured I’d work
on some non-undead. Let’s DCC-ify the
Water Weird. This moist menace first appeared
in The Lost Caverns of Tjocanth, and then later in the 1st Edition
AD&D Monster Manual, which credits the creature to Ernie Gygax.
Looking at the AD&D version of this creature, it originates
from the Elemental Plane of Water, is undetectable in water, AC 4 becomes 16, and it’s single drowning
attack can be pretty close to the engulf and drown attack of the DCC Core
Rulebook Water Elemental’s entry. The
original creature write up had no physical attacks at all, but I’ll give it a
token slam attack just in case it’s fighting someone who doesn’t drown, but
that’s not going to be it’s main offensive maneuver for sure.
The original monster entry also adds some extra details, getting all fiddly
about what weapons can hurt it, and how purify food and water can cause harm –
I simplified this, giving it resistance to non-magical weapons and allowed holy
water or a bless spell from a lawful cleric on it’s water source to cause it
harm (1d4, same as holy water against an un-dead or demon).
I toyed with the original entry having a mention that a
water weird can take over a water elemental, and how that would look in DCC – I
didn’t put it in the stat, but I decided that if that ever happened, the new
merged creature would have the sum of both elementals’ hit points, and an extra
action die. Feel free to torture your
players with this scenario if you choose.
Water Weird: Init +3; Atk slam +2 melee (1d4); AC 16;
HD 6d8 (27 hp); MV 20’, Swim 60’; Act 1d20; SP elemental traits, entangle and
drown, seeks watery lair, resistant to non-magical weapons; SV Fort +6, Ref +6,
Will +6; AL C.
As an elemental, it is an extraplanar creature
without anatomy, they are resistant to non-magical attacks, immune to critical
hits, can be controlled or banished by the appropriate wizards’ spell, and can
be turned by neutral clerics.
The water weird can wrap itself around a
victim, entangling it automatically with a successful hit, requiring a DC 13 Strength
check to break free. Subsequent actions
can be used to drag the opponent 10’ towards a water source, where it will
begin to drown their victim if they fail a DC 13 Fortitude Save, and if failed
they suffer 1d6 points of Stamina damage until removed from the water source,
and if they reach 0 Stamina they perish.
This creature needs a water source to
survive, and will not wander far from a stream, pool, or fountain. While in water, it is incredibly difficult to
detect (DC 18) and can usually strike passers-by with surprise.
As these are creatures of chaos, they take
1d4 damage from holy water or a blessing spell cast successfully upon their water source while they are in it from a
lawful cleric.
Great series!
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