Acid Resist
The Beer Minion is resistant to acid damage. If hit by an acid attack, roll a d20. If the roll is 20, the Beer Minion reflects the acid back at the person who tried to hit it. If the roll is a 1, the Beer Minion takes double damage.
Echolocation
The Beer Minion is blind; however, it can use echolocation to seek out its enemies. All disadvantages or attacks relating to sight do nothing; if other creatures are disadvantaged in an area where they can't see, the Beer Minion has advantage on all attack rolls and ability check. The Beer Minion has disadvantage on perception, investigation and Sleight of Hand checks.
Shards of glass
Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: (1d4 + 1) [piercing] damage.
Beer Acid
Ranged Weapon Attack: +2 to hit, range 10/6 ft., 1 target. Hit: (2d4 + 3) [acid] damage.
The Beer Minion has an opportunity for a bonus action if it has a version of alcohol touch it. Roll a d4. If it is an even number, the Beer Minion receives a bonus action. If it is an odd number, the Beer Minion regains 1d4-1 hit points.
Spear of Beer (Bonus Action)
The Beer Minion launches a spear of acidic beer at a single target. Hit: (1d12-1) [acid] damage.
Shatter (Reaction)
The Beer Minion shatters its handle and embeds the shards of glass into the attacker. Hit: (1d6+1) [piercing] damage
This attack may only be used 3 times.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
No one really knows how Beer Minions were created; perhaps it was an enchanter? Perhaps it was infected by something in the beer? However they were created, this monster looks like a harmless cup of foaming beer (however, all beer minions have something just a little off about them; like a chipped rim, or the beer is green) but when they wish to, they can be deadly towards common people.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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