What is an Elemental Weird?

Dr_Rictus said:
(A) for those who *don't* know this archaic sense of the word (alluded to but not really described above) and are hence still catching up:

Weird (n):
1. Fate, destiny.
2. A soothsayer.

A clever bisociation (as Ken Hite would say), really.
I knew that, but D&D has its own terminology at this point. Taking the name seems sort of needless, since Elemental Seer or something similar would have been just fine. Frankly, I can't see these critters being called anything but their individual names in games, anyway. They're simply too important to be referred to in the generic, so "Elemental Seer," as dry as it is, wouldn't be an issue.

(B) I don't mind usurping the name of the 1st edition Water Weird, since really that whole concept can be summed up as "water elemental serpent," which is a role adequately filled these days by the Elemental Creature template. So I see no need for them to come back, thus leaving the name free.
Actually, I think the 1E water weird had a drowning attack that a 3E water snake (IIRC) doesn't get.
 

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Whizbang Dustyboots said:
Actually, I think the 1E water weird had a drowning attack that a 3E water snake (IIRC) doesn't get.

Yeah. Not interesting. YMMV.

Actually, that's too curt. My point is that it's not game mechanically interesting as a distinguishing special ability because it's something that ought to be possible for any water-dwelling creature with a good grapple check anyway. All it does is drag you into the water weird's pool. In fact, the ability to automatically drag an opponent into your space comes with Improved Grapple, which a Water Element serpent (assuming it's based off a constrictor) would in fact have.

As long as we're on the topic, though, 1E water wierds also happened to have some wacky magic immunities (and vulnerability to purify water). But those seem to me like flourishes more than really part of the concept.
 
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Here is Stats For Water Wierd

HD 15d8+45 (112 hp)
Initiative +6
Speed 30ft burrow 30ft
AC 15 t- 11 ff-13
Attacks Slam +15/+10/+5 melee
Damage 2d6+7
Face/reach 5ft by5ft/ 10ft
S attacks Drench, Elemental Command, Spells
S qualities DR20/+2, elemental traits, prescience, regeneration 10, SR 25, water mastery, water pool
Saves Fort +14 Ref +9 Will +11
Abilities Str 21 Dex 14 Con 17 Int 20 Wis 23 Cha 22
Skills Concentration +10, Diplomacy +17, Intimidate +15, Knowledge (any three) +12, Listen +8, Scry +14, Sense Motive +13, Spot +8, Swim +13
Feats Alertness, dodge, Enpower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Maximize Spell.
Climate/ Terrain Any land or underground, or appropriate element
Organazation Solitary, Pair, or Charm (3-4)
CR 12
Treasure Double Standard
Alingnment Usually neutral
Advancement 16-30 HD (large) 31-45 HD (huge)

Elemental Pool Each wierd dwells in a large pool (20 feet across and 40 feet deep) filled with the purest form of the element. The pool can be situated on walls, floors, or cielings, or in a greater body of the wierds element. The pool contains a portal to the wierds home plain.
Priesciense At will a wierd can duplicate any of these divination spells analyze dweomer, clairaudience/ clairvoyance, contact other plane, detect thoughts, disern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18 sve DC 16+ spell level.
Spells arcane & divine as 18th-level sorcerer. (spells known 9/5/5/4/4/4/3/3/2/1; spells per day 6/8/8/7/7/7/7/6/5/3 save DC 16+ spell level
Elemental Command command any elemental within 100ft (will save DC 23)

A water wierd appears as a female humanoid made of water. There feet never leave thier pool.

It's basically a really smart water elemental :D
 


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