Water Weird, hard to beat

WATER WEIRD:
Might: 5
Nature: 5 (Forming, Flowing, Refreshing)

Drive Off: 18
Attack:
Defend: +5D, Continuous Fluid Form
Feint: +1D, Now I am Behind You
Maneuver: +2s, Surprising Elemental Form

Kill: 16
Attack:
Defend: +5D, Continuous Fluid Form
Feint: +1D, Now I am Behind You
Maneuver: +2s, Surprising Elemental Form

Special: Water Weird can use Continuous Fluid Form as long as there is a ready source of flowing water. If the flow of water is stopped, then the + becomes negative, and five dice are subtracted from Defense Actions. As an elemental creature, the Weird will still try to Defend, but suffer the consequences of the lack of fresh flowing water.

Interesting take. The special certainly addresses a Water Weird’s staying power.

I might suggest that Dispositions are a bit high (strongest category should only be about double the creature’s Nature rating), and you should probably have one category in there for another type of conflict, like Flee/Pursue, as well.

Addressing how the Water Weird affects light sources would be crucial. Also, what would you write for the instinct?

Have a look at Bret Gillan’s take from a couple years ago, too:
https://www.burningwheel.com/forum/showthread.php?13507-Water-Weird

Shouldn’t a water weird be rather easy to flee from depending on the availability of water in the area?

That might explain why Bret’s only has a disposition of 5 for Flee.