Everflowing. The beer keg leaves a trail of flammable alcohol as it moves. When it is hit with a melee weapon attack or unarmed strike, it spews alcohol in a 5 ft radius around it, dousing anyone that fails a Dc 14 Dexterity saving throw. Any creature hit with it's ram attack is also doused. When a creature doused in alcohol would take any amount of fire damage, it immediately takes 3 (1d6) additional fire damage. When the beer keg drops to 0 hit points as a result of fire damage, it explodes, and each creature within 10 ft of it must make a Dc 12 Dexterity saving throw. They take 7 (2d6) fire damage on a failed saving throw, and half as much on a success.
Rolling Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The beer keg can move up to 10 ft. before or after attacking. The target must make a Dc 12 Strength saving throw or be knocked prone.
Description
One of four magical items animated by a drunk wizard in my d&d campaign.
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