Mobile Water Weird (5e Race)
From D&D Wiki
Mobile Water Weird
A mobile water weird is a water weird that has been bound to water inside a mechanical suit. The suits are of only the highest quality, with intricate carvings and designs often included these designs can be custom fit to the buyers liking. And don't worry about durability as the MWW as we've taken to calling it is made entirely out of cast adamantine. the MWW doesn't have a power source as the entity within controls itself through hydraulic pumps its powers. There are multiple different suits that an MWW can control including light, medium, and heavy note an MWW will not switch suits as the suit type was chosen by it and forcing it into a new body would cause too much stress.
All mobile water weirds are created by very skilled tinkerers of usually gnomish origin to protect their valuables and important people. The creation of a mobile water weirds suit entails decades of intense work, it's not just pouring a weird into a metal suit and the process of finding and taming a water weird takes years and years of training and gaining its trust this is also why these constructs are so prized as the only ones that are made are completely accepting of it, to date approximately zero mobile water weirds have betrayed their masters. It is because of this they are few and far between some even protect them as if they were the valuables themselves hiring mercenaries and translators for them as they only speak aquan.
The water weirds we select to be in suits are always docile and inquisitive to make it easier for us to teach them to imitate the cultures and customs around them to make it easier for people to accept their new friends.
Mobile Water Weird Names
The name of an MWW is entirely the buyers choosing along with other requests we will ask for a name which we will use whilst training the Water Weird. However, they normally pick names that attest to their water-based nature.
Mobile Water Weird Traits
A Mobile Water Weird is a Water Weird put into a special suit.
Ability Score Increase. Your Constitution score increases by 1.
Age. They live as long as they have water.
Alignment. Mobile water weird's can be any of the neutral alignments with their master's own alignment effecting which way they tend towards, however, when they absorb water from a source that is befouled or sacred they generally show tendencies specific to the nature of that source.
Size. Mobile water weird's suits are built anywhere from 5 to 6 feet tall and are heavier than normal creatures of this size. Your size is Medium.
Speed. Your base walking speed is 30ft. Your swim speed is 25, 30, or 35 feet depending on your subrace.
Elemental Nature. You don't need air, food, drink or sleep and are immune to disease. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Poison Immunity. You have immunity to poison damage.
Peculiar Form. When your hit points are less than half your hit point maximum you begin to leak. This causes you to take a level of exhaustion. Any forms of healing suppress this effect even if they don't increase your hit points above half your hit point maximum. When your hit points reach 0 but you aren't killed outright 95% of the water has left your system through leakages causing you to collapse into a puddle coated in your shell. However, you can stabilize yourself for a full minute each time you pass a death save. If you fail a save you fail it as normal. When healed you can use the healing energy's to repair your shell and take in water from the air.
Aquan Form. You are affected by the invisible condition while fully immersed in water and have a swim speed equal to your movement speed while in water.
Languages. You can speak and read Aquan. In addition, you can understand and read one other language of your choice.
Subrace. The build of the mobile suits are as follows: Light, Medium and Heavy. Pick one.
Ability Score Increase. Your Dexterity score increases by 2.
Flowing Movements. Your base walking speed is 35 feet
Natural Armor. You have a natural armor bonus of 2. When unarmored, your Armor Class is equal to 12 + your Dexterity modifier.
Ability Score Increase. Your Dexterity and Constitution score increases by 1.
Natural Armor. You have a natural armor bonus of 2. When unarmored, your Armor Class is equal to 12 + your either your Constitution or Dexterity modifier, whichever is higher.
Ability Score Increase. Your Constitution and Strength score increase by 1.
Heavy Movements. Your base walking speed is 25 feet
Natural Armor. You have a natural armor bonus of 3. When unarmored, your Armor Class is equal to 13 + your Constitution modifier.