Size:
± Medium
Type:
± Elemental
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 45
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40
Climb/Arboreal:
Flight:
Swim:
± 60
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 16
Dexterity: 16
Constitution: 15
Intelligence: 5
Wisdon: 10
Charisma: 7
Offense
Slam
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.
Trait
Feed on Fire
If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
Trait
Form of Fire and Water
The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
Trait
Heated Body
A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Trait
Illumination
The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Trait
Passive Perception
10
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
exhaustion
grappled
paralyzed
petrified
poisoned
prone
restrained
unconscious
Resistances
cold
fire
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
Draconic
A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its ooze-like body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.
Izzet Weirds
Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.
Elemental Nature
An Izzet weird doesn't require air, food, drink, or sleep.
5e Tools
Actions/Abilities/Traits: D&D 5e
A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its ooze-like body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.
!!Izzet Weirds
Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.
!!Elemental Nature
An Izzet weird doesn't require air, food, drink, or sleep.
5e Tools