Small Aberration, Chaotic Neutral
AC 12 Glass Body    Initiative +2 (12)
HP 27 (6d6 + 6)
Speed 20 ft., climb 10 ft.
Mod Save
STR 8 -1 -1
DEX 14 +2 +8
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 10 +0 +4
CHA 16 +3 +3
Skills Deception +5, Stealth +4
Vulnerabilities Bludgeoning
Resistances Poison, Psychic
Immunities Charmed, Frightened, Poisoned
Senses Darkvision 30 ft., Passive Perception 10
Languages Common Understands but does not speak
CR 2 (XP 450; PB +2)
Traits

Cursed Vintage
Each Vintovore contains a unique magical wine, which can be harvested if captured and uncorked. Roll 1d6:

Wine Effect

1-2 - Foul Rotgut – Any creature that drinks it must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. The drinker also emits a putrid, yeasty stench for the duration.
3-4 - Enchanted Spirit – The drinker gains advantage on Charisma checks for 1 hour but has disadvantage on Wisdom saving throws.
5 - Fortune’s Reserve – The drinker gains inspiration and can reroll one failed ability check in the next hour.
6 - Cursed Vintage – The drinker is cursed. The next time they roll a natural 20, it is instead treated as a natural 1. Only Greater Restoration removes this effect.

Bottle Body
Due to its glass structure, the Vintovore takes double damage from bludgeoning attacks.

Mimic Label
As a bonus action, the Vintovore can alter the text on its label, making itself appear to be a fine vintage, a cheap swill, or anything in between. A creature inspecting the label must succeed on a DC 15 Intelligence (Investigation) check to see through the illusion.

 

Actions

Tongue Lash
Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 8 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be grappled (escape DC 12).

Toothy Bottom Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. If the target is grappled, this attack automatically hits.

Cork Pop (Recharge 5-6)
The Vintovore violently expels its cork, releasing a 30-foot cone of intoxicating vapors. Each creature in the area must make a DC 14 Constitution saving throw or become Intoxicated (similar to the Confusion spell) for 1 minute. Affected creatures must roll a 1d6 at the start of each turn:

1-2: Stagger in a random direction.
3-4: Fall prone in a drunken stupor.
5-6: Attack the nearest creature.

A creature can repeat the save at the end of each of its turns. The Vintovore cannot use this ability again until it is recorked (which takes a full round action).

Description

"Aged to Malevolence."

Few things in the realms are as unsettling as watching a bottle of wine slither across the floor using its horrific, undulating tongue. Known as Vintovores, these living bottles contain a strange, ever-fermenting sentient wine, which affects both their behavior and the quality of their contents. Some are filled with rich, aged perfection, while others contain vinegar-like sludge that curses the drinker.

A Vintovore’s label displays the true quality of the wine within, but deciphering it requires a DC 15 Intelligence (Arcana) check—and the label lies half the time.

Adventurers have long debated their origins. Some say a mad wizard attempted to create self-replenishing liquor, but instead birthed a race of twisted, toothy spirits. Others claim they were made by a cursed vineyard, where a murdered vintner’s soul infused the entire harvest, giving birth to these slithering nightmares.

DiggDoug

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