| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 15 | +2 | +2 |
| CON | 19 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 11 | +0 | +0 |
| CHA | 9 | −1 | −1 |
Aura of Foam. A creature that starts its turn within 5 feet of the Alemental gains the Blinded condition until the foam is removed. The foam can be removed as an action, or can be blown away with a strong wind or a similar effect.
My Beer is Flat. If the Alemental takes Thunder damage, it loses it's carbonation and its Speed decreases by 20 feet until the end of its next turn.
Alcoholic Form. The Alemental can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Liquid Courage. As a Bonus Action, a creature can drink or bottle a portion of the Alemental. If the creature succeeds on a DC 14 [Tooltip Not Found] check, the Alemental loses 5 hit points, and the creature gains the benefits of a Potion of Heroism.
The Alemental always takes it's turn on Initiative count 20. On their turn, the Alemental can use it's movement and interaction as normal. However, it does not take an action or Bonus Action on it's turn unless forced to do so by a spell or other effect. Instead, the Alemental takes one of the following Epic Actions at the end of each player character's turn:
Malt Mash Smash. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Force damage and has the Poisoned condition.
Straight From The Tap. Ranged Attack Roll: +7, range 30 ft. line Hit: 14 (2d8 + 4) Force damage.
Fizzy Dash. The Alemental flies up to it's Speed without provoking Opportunity Attack action.
Drunk Dunk (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the Alemental’s space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the Alemental’s turns. The Alemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the Alemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.
Sake Bomb (1/Round). Constitution Saving Throw: DC 15, all creatures within 30 feet of the Alemental. Failure: 17 (5d6) Force damage, and the target has the Prone condition.
Epic Resistance. The Alemental chooses one condition, spell, or other effect currently affecting them and rolls 1d20. On an 11+, the effect ends on them. The Alemental can use this action even if it would otherwise be unable to take actions, it's actions are being controlled by another creature, or if a spell or effect alters it's game statistics.
Description
To create the best beer, the brew masters of the dwarves often ask the assistance of the most experienced spellcasters of the Clan. With their aid, the cleanest water from the Elemental Plane of Water is summoned and employed in the brewing, to ensure for the purest taste.
However, tempering with the elemental energies can give unexpected results, and the whole batch of beer can gain consciousness and become an alemental. When uncontrolled, such a creature can wrack havok on the brewery and potentially the whole settlement, but when the dwarves manage to control it, the alemental can become the most appropriate guardian for the brewery, and also a very effective form of living advertisement for its master's work.
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