| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 14 | +2 | +2 |
| CON | 17 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 8 | −1 | −1 |
| CHA | 5 | −3 | −3 |
Alcoholic Essence.
Creatures that start their turn within 5 feet of the Alcohol Slime must succeed on a DC 14 Constitution saving throw or become Poisoned for 1 minute. While poisoned in this way, a creature is also considered Intoxicated (disadvantage on attack rolls and ability checks). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Flammable Ooze.
If the Alcohol Slime takes fire damage, it ignites. While ignited, it takes 5 (1d10) fire damage at the start of each of its turns. Any creature within 5 feet of the ignited slime takes 5 (1d10) fire damage at the start of its turn. The slime can use its action to extinguish itself by rolling on the ground.
Liquid Form.
The Alcohol Slime can move through a space as narrow as 1 inch wide without squeezing.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become Poisoned for 1 minute. While poisoned this way, the creature is Intoxicated.
Intoxicating Splash (Recharge 5–6).
The Alcohol Slime ejects a 15-foot cone of frothy liquid. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 18 (4d8) poison damage and becomes Poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
.
Sudden Burst.
When hit by a melee attack, the Alcohol Slime can spray its assailant with intoxicating liquid. The attacker must succeed on a DC 14 Constitution saving throw or become Poisoned and Intoxicated for 1 minute.
Description
Alcohol Slimes are bizarre and unpredictable creatures born from magical mishaps, alchemical experiments gone awry, or even the revelries of particularly hedonistic wizards. These creatures are composed of a volatile mixture of fermented organic matter and chaotic magic, giving them a unique essence that is both intoxicating and dangerous.
Origins of the Alcohol Slime
The first Alcohol Slimes are rumored to have appeared in the aftermath of a legendary celebration held by a flamboyant archmage known as Barlin the Brewmaster. A lover of both magic and mead, Barlin sought to create a never-ending keg of ale, but his ambitious spell went horribly wrong. Instead of creating infinite ale, the excess energy animated the discarded dregs, forming the first Alcohol Slime.
Since that day, similar creatures have emerged wherever magic and alcohol collide—whether from the overflowing vats of a dwarven brewery that accidentally became enchanted or a wild magic surge during a tavern brawl. They often form in places steeped in revelry and magic, such as the remains of shattered kegs or abandoned breweries taken over by nature.
Behavior and Ecology
Despite their chaotic origins, Alcohol Slimes are not inherently hostile. They wobble and ooze around aimlessly, drawn to loud noises and the scent of alcohol. They are particularly attracted to taverns, breweries, and places where celebrations are common. Once they find a source of noise or revelry, they may linger there for days, becoming a literal party hazard.
However, when provoked or threatened, an Alcohol Slime can become dangerously aggressive, flailing its frothy mass at intruders or erupting in sudden sprays of intoxicating fluid. Its essence is so potent that even the faintest whiff can leave one feeling dizzy and euphoric.
Known Abilities
One of the most infamous traits of an Alcohol Slime is its Intoxicating Aura, which can leave even the hardiest warrior stumbling and slurring their words. When threatened, it can emit an Intoxicating Splash, soaking enemies in a burst of fermented fluid. Though highly volatile, the Alcohol Slime's essence can be harvested and distilled into potent concoctions, often prized by adventurers and brewers alike.
Dangers of Ignition
Fire and Alcohol Slimes are a dangerous combination. While many creatures naturally fear flame, the Alcohol Slime doesn’t seem to realize that its essence is flammable. Igniting one can cause a chain reaction, setting the entire creature ablaze. In this state, it becomes a moving inferno—both a hazard and an opportunity for daring adventurers.
Legends and Myths
Some bards sing of "The Drunken Slime of Fellhorn Tavern," where an Alcohol Slime formed after a keg party in a small village. The creature remained for weeks, its intoxicating aura making villagers stumble around and slur their words. It wasn’t until a traveling sorcerer distilled the creature’s essence into a potent brew that the village was freed from its inebriated curse.
Another tale speaks of "The Emberbrew Monks," who intentionally create Alcohol Slimes within their sacred breweries. These monks have mastered the art of taming the slimes, using them to ferment their unique brews. The resulting ale is said to grant temporary resistance to poisons but leaves the drinker feeling euphoric and confused for hours afterward.
Why Fight One?
Alcohol Slimes are often seen as more of a nuisance than a true threat, but their intoxicating aura and flammable nature make them unpredictable. In rare cases, particularly potent Alcohol Slimes have been known to gather in abandoned breweries, forming a "Drunken Hive" that constantly leaks intoxicating vapors into nearby towns. This can turn entire villages into chaotic revelries, making it necessary for brave adventurers to destroy the source before the entire settlement succumbs to perpetual drunkenness.
Alcohol Slime Essence
When an Alcohol Slime is defeated, it collapses into a puddle of viscous, shimmering liquid that retains its intoxicating properties. The fluid is surprisingly pleasant to the taste and always resembles the kind of alcohol most associated with the environment where the slime was created.
Fluid Characteristics
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Brewery/Bardic Hall Slime: Tastes like rich, hearty ale or mead.
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Noble's Ballroom Slime: Has the smooth, refined taste of aged red wine.
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Dwarven Mine Slime: Stout and smoky, like a strong dwarven whiskey.
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Tavern Slime: Bitter and hoppy, like a rough-around-the-edges craft beer.
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Enchanted Garden Slime: Sweet and fruity, like spiced cider or berry wine.
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Wizard’s Laboratory Slime: Tastes like strange arcane liquors, with hints of juniper and herbs.
Effects of Drinking Alcohol Slime Essence
Drinking a vial of Alcohol Slime Essence can produce a variety of effects, based on its potency and the creature’s Constitution. The effects last for 1 hour or until the creature becomes incapacitated.
| Roll (1d6) | Effect |
|---|---|
| 1 | Gain advantage on Charisma-based checks but disadvantage on Dexterity-based checks. |
| 2 | Feel euphoric and take 5 temporary hit points, but have disadvantage on Wisdom saving throws. |
| 3 | Gain resistance to Poison damage, but become Poisoned (Intoxicated) for 1 hour. |
| 4 | Gain advantage on Strength checks and saving throws, but disadvantage on Intelligence checks. |
| 5 | Become Fearless, gaining immunity to being Frightened, but have disadvantage on Perception checks. |
| 6 | Wild Surge: The drinker randomly bursts into song or dance at inopportune moments for the next hour, gaining disadvantage on Stealth checks. |
Distilled Essence
If a skilled alchemist or brewer distills the raw Alcohol Slime Essence, it can be turned into a potent "Spirit of the Slime" potion. The distilled version is more stable and can grant one of the following effects (determined by the DM):
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Potion of Liquid Courage: Grants immunity to being Frightened and gives advantage on Persuasion checks for 1 hour.
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Flaming Shot: When consumed, you can use a bonus action to exhale a 15-foot cone of fire, dealing 3d6 fire damage (DC 13 Dex save for half).
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Bard’s Bravery Brew: Grants advantage on Performance and Persuasion checks for 1 hour but causes disadvantage on Dexterity checks.
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Dwarven Fortitude Draught: Grants resistance to Poison damage and advantage on Constitution saving throws for 1 hour.
Rumors and Tales
Some adventurers claim that particular rare Alcohol Slimes can produce legendary brews that bestow magical effects for days. One infamous tale tells of the "Spirit of the Eternal Revel"—a rare variant of the Alcohol Slime whose essence grants near-supernatural endurance but leaves the drinker permanently flushed and prone to spontaneous merrymaking.
In some regions, distilling Alcohol Slime essence has become a lucrative trade, especially among dwarven brewers who prize its unpredictable effects. However, harvesting the fluid without igniting it requires finesse, and many a foolhardy adventurer has been roasted while trying to collect the precious liquid.
Loot
When defeated, the Alcohol Slime leaves behind 1d4 vials of Alcoholic Essence, which can be used as a potion or thrown as an improvised weapon. Drinking a vial grants advantage on Charisma-based checks for 1 hour but imposes disadvantage on Dexterity-based checks and saves. Throwing the vial causes 3 (1d6) poison damage on a hit and forces a DC 14 Constitution saving throw to avoid becoming Intoxicated for 1 minute.
DM’s Tip:
If your players decide to collect the essence, make the process a little challenging. Maybe the slime remnants retain a bit of their intoxicating power, forcing Constitution saves as the liquid is siphoned off. This way, it feels more like an achievement when they finally bottle that boozy ooze!
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