Large Elemental, Any Alignment
Armor Class 14 (natural armor)
Hit Points 95 (9d8 + 19)
Speed 40 ft., Swim 60 ft., Burrow 40 ft.
STR
19 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
11 (+0)
CHA
8 (-1)
Damage Resistances Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Dwarvish, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amorphous Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can also enter and move through a creature's space. If the elemental moves through a creature, the creature must make a DC 12 Constitution saving throw. On a fail, the creature gains a level of inebriation.

Arcane Eruption. Whenever the elemental rolls a natural 1 or a natural 20 on any roll, it triggers an Arcane Anomaly. Roll on the Arcane Anomalies table (see Delerium-Tipped Projectile for the table.)

Actions

Multiattack. The elemental makes up to four attacks.

Drunken Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (2d4+4) bludgeoning damage and 6 (2d4+4) necrotic damage. If hit by two Drunken attacks the target must succeed a DC 14 Constitution saving throw, or become poisoned.

Absorb Ale. The elemental may absorb nearby ale within 10 feet as an action, regaining 2d8 hitpoints.

Drunken Blast. Ranged Weapon Attack: +5 to hit, range 15 ft, one target. Hit: 6 (2d4+4) bludgeoning damage and 6 (2d4+4) necrotic damage. If hit by two Drunken attacks the target must succeed a DC 14 Constitution saving throw, or become poisoned.

Engulf (Recharge4-6). Each creature in the elemental's space must make a DC 14 Strength saving throw. On failing the save, the target takes 6 (2d4+4) bludgeoning damage and 6 (2d4+4) necrotic damage, and if it is Medium or smaller it is grappled (Escape DC 14). Until the grapple ends the target is restrained, poisoned and cannot breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Medium or smaller creature at a time. At the start of each of the elemental's turns, any creature grappled by it takes 6 (2d4+4) bludgeoning damage and 6 (2d4+4) necrotic damage. In addition, it must make a DC 12 Constitution saving throw. On a failure, it takes a level of Inebriation, the effects of which are detailed below.

1 - Disadvantage on Persuasion and Deception; Advantage against Frightened
2 - Disadvantage on Ability Checks; Roll Hit Dice and gain temporary hit points
3 - Disadvantage on Saving Throws; Cannot dash or move more than 10′ in the same direction
4 - Disadvantage on Attack Rolls; Damage Resistance
5 - Become Unconscious

A creature within 5 feet of the elemental can pull a creature or object out of it by succeeding a DC 14 Strength check and succeeding.

A level of inebriation can be removed by a Restoration spell or similar. 1 level is removed on Short Rest and 4 levels are removed on Long Rest, but the creature takes a level of Exhaustion for each level removed in this way.

Description

Alcohol Elementals are the results of a mingling of magic and the brewing of ale, having a vague humanoid shape with thick frothy coatings that could resemble beards. Their natural revelrous instinct draws them to taverns and other such places where crowds gather and drink is enjoyed, but when polluted by exposure to delerium runoff, they become violent and abusive.

 

Previous Versions

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Habitat: CoastalSwampUnderwater

Jono11

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