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.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Multiattack. The ale elemental makes two hammered slam attacks.
Hammered Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 19 (4d8+4) bludgeoning damage. The target must make a DC 16 constitution saving throw or become poisoned.
Alcoholic Splendour. As an action, the ale golem can absorb the ale from up to 3 barrels of ale and regain 3d8 health points for each barrel absorbed.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 19 (4d8 + 4) bludgeoning damage. If it is large or smaller and failed the strength saving throw, it must also make a DC 16 constitution saving throw, becoming poisoned on a failed save. When combat ends so does the effect.
Family Tradition. When the ale golem takes damage, it can take an extra 2d8 damage and sacrifice a barrel of ale within 30 feet of it to create a minor ale golem.
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