Elemental Weird

Weirds are cryptic beings of elemental force who are powerful in the art of divination. They are oracles, soothsayers, and seers of knowledge past, present, and future. Each weird is composed of material from one of the four elements (air, earth, fire, or water) and has special knowledge of the particular aspect of fate with which its element is associated (see below). These creatures dwell in remote or hidden locations on the Material Plane⁠—​a fact that makes travel difficult for those seeking their counsel.

The upper body of a weird always resembles that of a beautiful female humanoid. The lower half may be either humanoid or a serpentine column. A weird rises from a pool of the appropriate element, which it can never leave.

A weird can divine information that could change the very course of history. It has its finger on the pulse of fate and knows exactly where possible courses of action might lead. Like most seers, an elemental weird never provides a clear, concise prophecy. Some of the message may seem forthright, but some is always confusing or just difficult to decipher because the listener does not have enough information to understand the weird’s meaning. Though its messages can be misinterpreted, a weird’s warnings and advice are never wrong. Its counsel is seldom free, however, so anyone beseeching a weird had best bring offerings or be prepared to undertake a quest of vital importance to the creature.

A weird can communicate with any creature that has a language.

Combat

Elemental weirds do not fight if they can avoid it. If they must fight, they begin by summoning elementals to defend them. If any other elementals are present (regardless of type), the weird attempts to gain control of them and turn them against its foes. Meanwhile, the weird remains in the center of its pool, using divination magic to foresee possible consequences of the battle and acting accordingly.

If forced into melee, a weird uses its reach to lash out at nearby foes. If seriously threatened, a weird retreats back to its plane of origin.

Elemental Command (Su): A weird can attempt to gain control over any elemental within 100 feet regardless of the latter’s elemental type. The elemental must make a successful Will save (DC 23) or succumb to the weird’s control. An elemental that saves against this attack is immune to that weird’s elemental command ability for 24 hours. There is no limit to the number of elementals that a weird can control.

Once under the weird’s control, an elemental serves the weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.

Elemental Pool (Su): Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled with the purest form of its element. The pool is always secured to a flat surface (floor, wall, or ceiling; see individual entries for possible orientations) such that its depth forms a hollow within that surface. The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a separate area inside a larger volume of the same element; for example, a water weird’s pool might be situated at the bottom of an ocean or lake.

The base of the pool contains a portal to the weird’s native plane. Three times per day, the weird can summon forth 2d4 huge elementals, 1d2 greater elementals, or 1 elder elemental through this portal. Any nonelemental creature entering a pool without the weird’s permission must succeed at a Fortitude save (DC 20) each round or be irrevocably transformed into the elemental material of the pool. Creatures granted access to the pool by the weird are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from the elemental material, as well as the means to breathe and move within that enviroment. Otherwise, they suffer the effects given in the individual entry.

A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects.

Elemental Traits (Ex): An elemental weird is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range).

Prescience (Su): At will and as a free action, a weird can duplicate the effect of any of the following divination spells: analyze dweomer, clairaudience/clairvoyance, contact other plane, detect thoughts, discern location, find the path, foresight, greater scrying, legend lore, locate creature, locate object, tongues, true seeing, vision. Caster level 18th; save DC 16 + spell level.

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Air Weird
Large Elemental (Air) ⬇️
Earth Weird
Large Elemental (Earth) ⬇️
Fire Weird
Large Elemental (Fire) ⬇️
Water Weird
Large Elemental (Water) ⬇️
Hit Dice: 15d8+45 (112 hp) 15d8+45 (112 hp) 15d8+45 (112 hp) 15d8+45 (112 hp)
Initiative: +6 +6 +6 +6
Speed: 30 ft., fly 60 ft. (perfect) 30 ft., burrow 30 ft. 30 ft., fly 60 ft. (perfect) 30 ft., swim 30 ft.
Armor Class: 15 (–⁠1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 15 (–⁠1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 15 (–⁠1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 15 (–⁠1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +11/+20 +11/+20 +11/+20 +11/+20
Attack: Slam +15 melee (2d6+7) Slam +15 melee (2d6+7) Slam +15 melee (2d6+7 plus 2d6 fire) Slam +15 melee (2d6+7)
Full Attack: 2 slams +15 melee (2d6+7) 2 slams +15 melee (2d6+7) 2 slams +15 melee (2d6+7 plus 2d6 fire) 2 slams +15 melee (2d6+7)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft. 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Elemental command, spells Elemental command, spells Burn, elemental command, spells Drench, elemental command, spells
Special Qualities: Air mastery, air pool, breathsense, damage reduction 10/—, elemental traits, prescience, regeneration 10, spell resistance 25 Damage reduction 10/—, earth mastery, earth pool, elemental traits, prescience, regeneration 10, spell resistance 25, tremorsense Damage reduction 10/—, elemental traits, fire pool, fire subtype prescience, regeneration 10, spell resistance 25, damage reduction 10/—, elemental traits, prescience, regeneration 10, spell resistance 25, water mastery, water pool
Saves: Fort +10, Ref +13, Will +11 Fort +14, Ref +9, Will +11 Fort +10, Ref +13, Will +11 Fort +14, Ref +9, Will +11
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22 Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22 Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22 Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22
Skills: Concentration +21, Diplomacy +26, Intimidate +24, Knowledge (any three) +23, Listen +8, Sense Motive +24, Spot +8; Concentration +21, Diplomacy +26, Intimidate +24, Knowledge (any three) +23, Listen +8, Sense Motive +24, Spot +9; Concentration +21, Diplomacy +26, Intimidate +24, Knowledge (any three) +23, Listen +8, Sense Motive +24, Spot +10; Concentration +21, Diplomacy +26, Intimidate +24, Knowledge (any three) +23, Listen +8, Sense Motive +24, Spot +11
Feats: Alertness, Dodge [bonus], Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Maximize Spell Alertness, Dodge [bonus], Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Maximize Spell Alertness, Dodge [bonus], Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Maximize Spell Alertness, Dodge [bonus], Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Maximize Spell
Environment: Any land or underground, or appropriate element Any land or underground, or appropriate element Any land or underground, or appropriate element Any land or underground, or appropriate element
Organization: Solitary, pair, or charm (3–4) Solitary, pair, or charm (3–4) Solitary, pair, or charm (3–4) Solitary, pair, or charm (3–4)
Challenge Rating: 12 12 12 12
Treasure: Double standard Double standard Double standard Double standard
Alignment: Usually neutral Usually neutral Usually neutral Usually neutral
Advancement: 16–30 HD (Large); 31–45 HD (Huge) 16–30 HD (Large); 31–45 HD (Huge) 16–30 HD (Large); 31–45 HD (Huge) 16–30 HD (Large); 31–45 HD (Huge)
Level Adjustment:

Air WeirdEarth WeirdFire WeirdWater Weird

Air Weird ⬆️

Air weirds are elemental spirits that offer direction and guidance to those traveling into unknown areas. They can point out paths not considered, reveal unknown doors into new worlds, and describe what may be needed to survive such journeys. An air weird’s pool is often found outside, in an open-air place such as a windy plain or on a mountaintop.

An air weird appears as a ghostly, translucent woman composed of flowing vapors. Its eyes are deep blue, and its hair appears windblown. The lower half of the creature’s body is a tendril of mist that trails back into its pool.

Combat

Spells: An air weird can cast arcane spells and divine spells from the Air and Travel domains as an 18th-level sorcerer (spells known 9/5/5/4/4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/6/5/3; save DC 16 + spell level).

Air Mastery (Ex): An air weird gains a +1 bonus on attack and damage rolls if its foe is airborne.

Air Pool: An air weird’s pool is filled with billowing, gusting vapors of breathable air and mist. Creatures without the ability to fly cannot move through it, except by falling. An air weird’s pool may be affixed to any vertical or horizontal surface, and it may be right side up or upside down (if affixed to a ceiling, for example).

Breathsense (Ex): An air weird can automatically sense the location of any breathing creature within 60 feet.

Earth Weird ⬆️

Earth weirds are foretellers of death and doom. They can pronounce an individual’s impending fate or warn of a coming apocalypse. They are also prognosticators of wealth and fortune, foreseeing who shall succeed or fail in the pursuit of material possessions. An earth weird’s pool is often situated at the base of a mountain or deep underground.

An earth weird’s upper body resembles that of a beautiful human woman. The creature has sparkling gemstones for eyes and hair the brown color of earth, streaked with veins of gold and silver. The lower body is a shifting column of stone and dirt that connects to the earth pool.

Combat

Spells: An earth weird can cast arcane spells and divine spells from the Earth and Destruction domains as an 18th-level sorcerer (spells known 9/5/5/4/4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/6/5/3; save DC 16 + spell level).

Earth Mastery (Ex): An earth weird gains a +1 bonus on attack and damage rolls if its foe is touching the ground.

Earth Pool: This pool is filled with churning mud, rocks, and earth. Every creature within it (except the earth weird) takes 4d8 points of damage per round from the ever-grinding earth. In addition, creatures entering the pool suffocate if they do not have a way to breathe and are entombed (unable to move) if they cannot burrow. An earth weird’s pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as in the floor of a cavern).

Tremorsense (Ex): An earth weird can automatically sense the location of anything within 60 feet that is in contact with the ground.

Fire Weird ⬆️

Fire weirds are the diviners of hope. They shed light when all is dark and illuminate lore that has been long lost and nearly forgotten. They guide the long-suffering and ignorant to new peace and prosperity.

The beautiful, feminine half of a fire weird is a humanoid form composed of flickering flames and wreathed with smoke. The lower half of the body snakes away in a fiery trail into the hazy, flame-filled pool.

Combat

Burn (Ex): Any creature that is hit by the fire weird’s slam attack (or that hits the fire weird with a natural weapon or an unarmed attack) must succeed at a Reflex save (DC 20) or catch fire (see Catching on Fire). The fire burns for 1d4 rounds.

Spells: A fire weird can cast arcane spells and divine spells from the Fire and Sun domains as an 18th-level sorcerer (spells known 9/5/5/4/ 4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/6/5/3; save DC 16 + spell level).

Fire Pool: This pool contains a torrent of dancing flames that burn and smoke continually. Unprotected flammable materials within a fire pool catch on fire immediately, and any creature within the pool takes 3d10 points of fire damage per round. Creatures without the ability to fly cannot move through this pool, except by falling. A fire weird’s pool may be affixed to any vertical or horizontal surface, and it may appear only in a right side up position (such as on the floor of a cavern).

Water Weird ⬆️

Water weirds are soothsayers that bring words of healing to the wounded. They offer curative knowledge for suffering lands and new options for people who seek a better way. When there is little hope for life, water weirds offer a way to snatch victory from the jaws of defeat against all odds.

A water weird appears as a translucent, blue humanoid woman composed entirely of water. Its feet remain below the surface of its pool at all times.

Combat

Drench (Ex): A water weird’s touch puts out torches, campfires, and other open flames of its own size category or smaller, as long as they are nonmagical.

Spells: A water weird can cast arcane spells and divine spells from the Water and Healing domains as an 18th-level sorcerer (spells known 9/5/5/4/4/4/3/3/ 2/1; spells/day 6/8/8/7/ 7/7/7/6/5/3; save DC 16 + spell level).

Water Mastery (Ex): A water weird gains a +1 bonus on attack and damage rolls if its opponent is touching water.

Water Pool: This pool is filled with bubbling, swirling water. Any creature within it that cannot breathe water immediately begins to drown (see Drowning). Any creature without the ability to swim cannot move through a water pool, except by falling. A water weird’s pool may be affixed only to a horizontal surface, and it may appear only in a right side up position (such as on the floor of a cavern).

Weird Society

All weirds, regardless of their elemental subtypes, are connected to each other in fundamental ways. They share a unique, secret bond that is evidenced in their level of cooperation. A weird that cannot provide the desired knowledge to a supplicant usually guides him or her to another weird for better counsel. Weirds of different elements often place their pools close to one another to broaden the range of divination services available to supplicants in an area.

Weirds are strongly linked to the Material Plane. They have all chosen to leave their native planes and serve as diviners for the humanoid races. Though they are bound to their pools, weirds can interact with other races though mortal agents that specialize in divination magic.

Source: Monster Manual II, page 90. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.