Small Elemental, Neutral
Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +4, CON +4
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Beer 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.

Amphibious: The Alemental can breathe air and water

Bottled: The Alemental resides in a magical flask, the owner of the flask can use a bonus action to summon the alemental. The alemental acts on its own initiative, but follows the owners commands. If the alemental loses all it hits points it withdraws into the flask and can't be summonned until the owner has completed a long rest, the Alemental can use its hit dice to heal on a short rest 

Limited Telepathy: The Alemental can telepathically communicate with the owner of the flask up to 1000 ft.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Beer breath (Recharge 5-6): The Alemental exhales strong beer in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw or gain the poisoned condition, if the creature fails the saving throw by more than 5, it instead gets the unconscious condition. The creature can repeat the saving throw the end of each of its turns

Previous Versions

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