Water 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.
Flammable. If the elemental takes fire damage it burns until destroyed or diluted. The alemental takes 1d8 damage per round while on fire, and it's melee attacks deal 1d6 additional damage as fire damage per hit.
Dilutable. As the elemental is more ale than water, exposure to a buckets worth or more of water lowers the elementals current hit points by 2d10, extinguishes it if on fire and additionally prevents it from catching fire.
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.
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Intoxicating Strike. When a target is hit by the alementals slam attack have them roll a DC10 constitution save. On a failure the target accidentally ingests some of the magical brew, becoming instantly intoxicated for 1d4 rounds. While intoxicated all rolls are at disadvantage.
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