Ale 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.
Multiattack. The elemental makes two drunken attacks.
Drunken Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 12 (2d8+4) bludgeoning damage. If hit by two Drunken attacks the target must succeed a DC 14 Constitution saving throw, or become poisoned.
Absorb Ale: The elemental may absorb nearby ale within 10 feet as an action, regaining 2d8 hitpoints.
Drunken Blast: Ranged Weapon Attack: +5 to hit, range 15 ft, one target. Hit: 12 (1d8+4) bludgeoning damage. If hit by two Drunken attacks the target must succeed a DC 14 Constitution saving throw, or become poisoned.
Engulf (Recharge4-6): Each creature in the elemental's space must make a DC 14 Strength saving throw. On failing the save, the target takes (2d8+4) bludgeoning damage, and if it is Medium or smaller it is grappled (Escape DC 14). Until the grapple ends the target is restrained, poisoned and cannot 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 Medium or smaller creature at a time. At the start of each of the elemental's turns, any creature grappled by it takes (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by succeeding a DC 14 Strength check and succeeding.
Description
Ale Elementals are the results of a mingling of magic and the brewing of ale, having a vague humanoid shape with thick frothy coatings that could resemble beards. Their natural revelrous instinct draws them to taverns and other such places where crowds gather and drink is enjoyed.
Previous Versions
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11/2/2021 2:14:07 AM
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11/2/2021 2:15:22 AM
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11/2/2021 2:36:33 AM
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2/26/2022 5:12:04 AM
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2/27/2022 4:03:44 AM
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2/28/2022 1:43:29 PM
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3/2/2022 1:13:43 PM
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2/3/2023 6:20:39 PM
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