The caster targets some ale that they can see and transforms it into a Minor Ale Elemental that is under their control. The elemental will obey verbal commands given by the caster to the best of its ability. The elemental will also defend itself from hostile creatures automatically, if no other commands are given the elemental will be drawn to taverns where drink can be found in abundance.
The elemental will disperse and revert to its original state when it reaches 0 hitpoints, or when the spell's duration expires.
If your concentration is broken the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels: When the caster casts this spell at a 4th spell slot summon an additional Minor Ale Elemental and increase the spell's duration by one hour. When you cast this at a 5th spell slot summon two additional Minor Ale Elementals and increase the spell's duration by two hours.
(Statblock for Minor Ale Elemental can be found below)
Minor Ale Elemental
Armor Class: 12 (Natural Armor)
Hit Points: 39
Str 16, Dex 13, Con 18, Int 3, Wis 10, Cha 8
Challenge: 1/2
Damage Resistances: Acid;Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Damage Immunities: Poisoned.
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Petrified, Prone, Restrained, Unconscious.
Senses: Darkvision 60 ft, Passive Perception 10.
Languages: Common, Dwarvish. (Understands cannot speak)
Ale Form: The elemental can move through a space as small as 1 inch wide without squeezing.
Actions
Drunken Slam. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (1d8+2) bludgeoning damage. The target must succeed a DC 10 Constitution saving throw after being hit by two Drunken attacks, or become Poisoned.
Absorb Ale: The elemental may absorb nearby ale within 5 feet as an action, regaining 1d8 hitpoints.
Drunken Blast: Ranged Weapon Attack: +3 to hit, range 10 ft. one target. Hit: 6 (1d8+2) bludgeoning damage. The target must succeed a DC 10 Constitution saving throw after being hit by two Drunken attacks, or become Poisoned.
* - (Container filled with ale (mug, flask, etc.))
Previous Versions
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2/27/2022 4:00:15 AM
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2
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2/1/2023 4:13:28 PM
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8
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Coming Soon
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