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Well Spirit, Lesser

Well Cave Unknown Water Abandoned  - Baggeb / Pixabay, Well Spirit, Lesser
Baggeb / Pixabay

This towering, watery creature has a vaguely humanoid shape. The waters that make up its form churn and roil.

Originally Posted by Shade of the En World forums.

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Well spirits are elemental creatures of nearly godlike intellect. Similar in many ways to water weirds, well spirits are not soothsayers, but do possess the ability to grant wishes of mortals.

Most well spirits are neutral. The rare good-aligned well spirits refuse to grant evil wishes, unless forced to do so under duress. Evil well spirits attempt to pervert the interpretation of the recipient’s wish to further evil endeavors. All well spirits, regardless of alignment, view greedy individuals with contempt, and will attack those that attempt to take their treasure.

Lesser well spirits are 15 feet tall and weigh up to 2,000 pounds.

Lesser well spirits speak Aquan, Auran, Common, Draconic, Ignan, and Terran.

Well Spirit, Lesser
Large Elemental (Extraplanar, Water)
Hit Dice6d8+12 (39 hp)
Speed40 ft. (8 squares), Swim 60 ft.
Armor Class18 (-1 size, +2 Dexterity, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple+4/+11
AttackSlam +6 melee (2d8+3)
Full Attack2 slams +6 melee (2d8+3)
Space/Reach10 ft./10 ft.
Special AttacksDrown, improved grab, spell-like abilities
Special QualitiesConsume treasure, damage reduction 5/–, Darkvision 60 ft., elemental traits, immunity to electricity, regeneration 5, vulnerability to fire
SavesFort +7, Ref +6, Will +9
AbilitiesStrength 17, Dexterity 14, Constitution 15, Intelligence 18, Wisdom 21, Charisma 20
SkillsDiplomacy +16, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +14, Sense Motive +14, Spot +14, Survival +5 (+7 in aboveground natural environments, +8 on other planes), Swim +11
FeatsIron Will, lightning reflexes, Power Attack
EnvironmentElemental Plane of Water
AlignmentUsually neutral
Advancement7-12 HD (Large) and see text
Level Adjustment


A well spirit attacks by slamming an opponent with its wavelike arms, then attempting to draw it into the rushing waters of its body.

Consume Treasure (Su): A well spirit advances in Hit Dice by consuming treasure. The type (coins, goods, or items) makes no difference, only the gold piece value of the treasure. When a well spirit acquires treasure appropriate for an encounter level equal to its current Hit Dice + 3, it gains 1 Hit Die. For every 3 Hit Dice it advances through consuming treasure the lesser well spirit’s Strength increases by +2 and its natural armor increases by +1. Its attack bonus and saves improve as normal for an elemental of its Hit Dice, and it gains skill points, feats, and
ability score improvements normally.

A well spirit that reaches 13 Hit Dice through consuming treasure immediately becomes a greater well spirit
upon completion of the act.

Drown (Su): A well spirit can draw a held opponent into its fluid body with a successful grapple check. Victims trapped inside the well spirit must succeed on a DC 15 Fortitude save each round or drown (see Water Dangers in the DMG for the effects of drowning) unless they can breathe water. A well spirit is not considered grappled while drowning a victim. A Large well spirit can drown up to 2 Medium, 8 Small or 16 Diminutive smaller creatures.

A trapped victim can attack the well spirit or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a well spirit must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to drown its victim.

Regeneration (Ex): Cold and fire deal normal damage to a well spirit.

Spell-Like Abilities: 1/day- grant one limited wish (to non-well spirits only).

Caster level equals Hit Dice.

Skills: A well spirit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #42 (1980).

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