# Beach Weird *Large* *Elemental* *neutral* - **Armor Class:** 14 (natural armor) - **Hit Points:** 65 (10d10+10) - **Speed:** walk 20 ft. swim 40 ft. - **Challenge Rating:** 3 (700 XP) - **Source:** Tome of Beasts 3, page 52 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 17 (+3) | 13 (+1) | 13 (+1) | 13 (+1) | 14 (+2) | 10 (+0) | - **Skills:** perception +2 - **Damage Immunities:** poison - **Damage Resistances:** acid, fire; nonmagic B/P/S attacks - **Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - **Senses:** blindsight 30', passive Perception 12 - **Languages:** Aquan ### Special Abilities - **Elemental Nature:** Doesn't require air food drink or sleep. - **Invisible in Water:** Is invisible while fully immersed in water. - **Swim in Sand:** Can burrow through sand at half its swim speed. It can't make attacks while immersed in sand. - **Tidepool Bound:** Dies if it moves more than 100' from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hrs. ### Actions - **Slam:** Melee Weapon Attack: +5 to hit, 10 ft., one target, 16 (3d8+3) bludgeoning damage and target: DC 13 Str save or be pushed up to 10 ft. away from the beach weird. - **Create Quicksand (3/Day):** Creates a 10 ft. radius 5 ft. deep area of quicksand centered on a point it can see within 30' of it. A creature that starts its turn in the quicksand or enters area for the first time on a turn: DC 13 Str save or be grappled by it. Grappled creature must make DC 13 Str save at start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2'+ or a Med creature that sinks 3'+ is restrained instead.