Alemental

by PaoloD

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Alemental

by Paolo Davolio // Echidna Design


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.


Alemental

Large Elemental, Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, understands Dwarvish
  • Challenge 5 (1,800 XP)                             Proficiency Bonus +3

Freeze. If the alemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Pour Foam. A Huge or smaller creature that starts its turn within 5 feet of the alemental must make a DC 15 Dexterity saving throw. On a failure, the target is completely covered with the thick beer foam of the alemental and everything is heavily obscured for the target 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.

Beer Form. The alemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The alemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 15 Constitution saving throw to not be poisoned until the end of its next turn. On a failure by 5 or more, the target is poisoned for 1 hour instead.




































Whelm (Recharge 4-6). Each creature in the alemental's space must make a DC 15 Strength saving throw. On a failure, a target suffers the damage and additional effects of a slam attack (see above). If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the alemental's space.
    The alemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the alemental's turns, each target grappled by it is automatically hit by a slam attack (see above). A creature within 5 feet of the alemental can pull a creature or object out of it by taking an action to make a DC 15 Strength and succeeding.

Beer of Heroism. The alemental can reduce its current hit points by 10 to pour a pint of itself into a container or a creature it can touch, infusing the liquid with restorative magic. This magical beer is a potion of heroism for any creature that drinks it within 24 hours. If a creature drinks more than one beer of heroism within 24 hours, the creature makes a DC 15 Constitution saving throw, becoming poisoned for the next 8 hours on a failure. The DC increases by 5 per each additional beer of heroism drank after the second.