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reprinted from V11 N5 of the Ink Blot

Well Weird


Well Weird

Large Elemental (Water)
Hit Dice: 3d8+6
Initiative: +7
Speed: 30 ft.
Armor Class: 18 (+3 Dex, -1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +8
Attack: +10, d8+2
Full Attack: +10, d8+2
Space/Reach: 10 ft./10 ft.
Special Attacks: Drowning
Special Qualities: Elemental, elemental resistance (fire), DR 15
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con 14, Int 8, Wis 11, Cha 11
Skills: Hide +30, Listen +7, Spot +7
Feats: Improved initiative
Environment: Wells
Organization: Solitary
Challenge Rating: 3
Treasure: Standard, double or triple coins
Alignment: N or CN
Advancement: None
Level Adjustment: NA

A well weird is a close relative of the Chaotic Evil water weird. Some believe they might even be the same creature with no difference aside from alignment. Well weirds appear in wells, drawn into them by the simple flow of water. It is thought that dryads or nature gods play a role in directing the less malicious well weirds into wells near concentrations of their worshipers. Whereas a normal water weird hates humanoids and seeks to drown them, a well weird prefers to keep polluting corpses out of its water. They will eject anything of Medium size or smaller that falls into the well and will work to keep the walls of the well secure and sound over long years.

For all other attributes, a well weird functions as a water weird. They are sometimes mistaken for water spirits and propitiated in the traditional manner with coins and prayers that the creature will bring them good fortune. Well weirds rarely care — as elementals they do not gain power from worship. They do keep the metal items thrown to them, which is why they often have a lot of surplus coinage.

© Mary Baker 2005


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