190-Proof Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn grappled by the elemental must succeed on a DC 14 Constitution saving throw become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns provided it is not grappled by the elemental. On a success, the creature is no longer poisoned.
Flammable. If the elemental takes fire damage, it ignites; it takes 7 (2d6) fire damage at the start of each of its turns, and its Slam and Whelm attack deal an additional 7 (2d6) fire damage (included in the attacks' description).
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, plus 7 (2d6) fire damage if the elemental is on fire.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage, plus 7 (2d6) fire damage if the elemental is aflame. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage, plus 7 (2d6) fire damage if the elemental is aflame. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Description
It is not uncommon for brewers and innkeepers to boast of their products as being a cut above the rest; some even use magic to flavor their brews or increase its alcoholic content. However, excessive use of magic can sometimes add a touch of the Elemental Plane of Water to the alcohol, which results in a booze elemental.
Booze elementals are closely related to water elementals, but their movements are more sloven and unpredictable. However, they are just as or more dangerous than their clearer brethren. An adventurer or tavern-goer who finds themselves sucked inside one are subjected to a nonstop torrent of alcohol.
Unlike water elementals, however, a booze elemental reacts violently when exposed to fire. Its entire body ignites, and it attempts to take as many people down with it in a death spiral.
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