Water weird updated? [help]


Conversions


Hey all currently working on Tomb of the Lizard king (trying to update it) and in one of the encounters the characters battle three Water Weird and i was wondering if they have been updated by Paizo (and i missed it) or by a third party publisher that is compatible with Pathfinder?


JadedDemiGod wrote:
Hey all currently working on Tomb of the Lizard king (trying to update it) and in one of the encounters the characters battle three Water Weird and i was wondering if they have been updated by Paizo (and i missed it) or by a third party publisher that is compatible with Pathfinder?

Closest thing I've found is the "drench" from Necromancer Games M1: Prisoners of the Maze (Kuntz). I think I have it somewhere around here so let me know if you need more info.

~D


Thanks Daemon, i'll have to check it out, though i might just use water elemental's and spice em up who knows :D


If you don't mind 3.x, the water weird was updated to elemental weird in one of WotC's monster manuals. I'm AFB right now, but I can track it down for you later.


Bellona wrote:
If you don't mind 3.x, the water weird was updated to elemental weird in one of WotC's monster manuals. I'm AFB right now, but I can track it down for you later.

Later: Elemental Weirds (Water, Air, Earth, Fire) are in MM 2. If you use it, remember to get the 3.5 update from WotC's 3.5 site (http://www.wizards.com/default.asp?x=dnd/er/20040125a under "3rd Edition Updates") as that particular MM was late 3.0 and apparently really needed the 3.5 update.

If you want them, Ice and Snow Weirds are in Frostburn (3.5).


The elemental weird is not a replacement for the water weird. The water weird used in 1st /2nd Edition was an elemental "snake"-shaped creature that was nearly undetectable in water.

The CR 12 Elemental Weirds in 3.x are much stronger.

The adventure in question for was levels 5-7. As I recall, the Water Weird was not the strongest monster in that module, so a replacement would be about a CR 6 at most.

A more suitable replacement might be to take the stats for a Constrictor snake (CR2) and add some templates.. Advanced first, then the Elemental Creature (if you have the Manual of the Planes from 3.x).

Alternatively, you could just use a Medium (CR 3) or Large (CR 5) Water Elemental "as is" as a replacement.


Use a elemental of similar size and power and say it looks like a snake. As i recall the Water weird didn't bring very much new to the table compared to a water elemental.


clff rice wrote:
Use a elemental of similar size and power and say it looks like a snake. As i recall the Water weird didn't bring very much new to the table compared to a water elemental.

From my perspective, it was more of a "trap monster"; Lure the PCs near water with "shiny stuff" and the water weird attacks, potentially paralyzing and drowning a greedy PC who should have known better. Over time, every odd fountain is treated as a Save or Die hazard (watch out for these combined with green slime, yech). 'Weirds were also one of the few to use a precursor to damage reduction.

I liked that they were "Very" intelligent and had the ability to "take over" a water elemental which had some interesting play ideas (I think, way back when, I had the party fight water elementals infused with water weirds).

Either way, I never confused them with water elementals (and, yes, I'm sure the "serpent shaped" elemental can grapple and pin someone underwater, etc. But it's still not the same [to me]).

YMMV

~D


clff rice wrote:
Use a elemental of similar size and power and say it looks like a snake. As i recall the Water weird didn't bring very much new to the table compared to a water elemental.

Ya know, i noticed that as well, so i more then likely will. Though i hope paizo at some point and time redoes the Water weird along with alot of other elemental monsters. It would be... Cool :)


I have located the 3.5 update to the Water Weird. It is in Dragon magazine #347. Obviously, they are tied to the elemental plane, but they are also tied to the new Elemental Weird found in MM2. They are called Lesser Elemental Weirds and the two major differences are no spell casting ability and they do not regenerate in their element. The differences from the older edition are the loss of all special attacks to harm or kill it and they have a few more hit points. They are classed as CR 5 (which for that adventure will be a bit on the high side with three of them at once for a minor encounter and that early in the adventure, it is offset by the fact that they do not regenerate or cast spells). They have all the other cool features you remember from the original in their updated format. It should not take too much additional conversion work to update to PFRPG. I hope this helps you...


Bill, that helps a lot :), thanks.

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