Rum Lord
Small Fey, chaotic evil (CR 4)Armor Class 15
Hit Points 78 (12d6+36)
Speed 20 ft., swim 10 ft., climb 10 ft.
18 (+4)
14 (+2)
17 (+3)
12 (+1)
9 (-1)
16 (+3)
Skills athletics 6, intimidation 5
Senses darkvision 120 ft., passive Perception 9
Languages Common
Challenge Rating 4
Actions
Multiattack.
The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv.
Ale Tap Scepter.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Broken Bottle Shiv.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Rotgut Belch (Recharge 6).
The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn’t covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord’s green bile.
Bring Me Another Round! (1/Day).
The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action.
sizeSmall
typeFey
group
alignmentchaotic evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunitiespoisoned
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Aura of Drunkenness,desc: The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord’s Aura of Drunkenness for 24 hours.,name: Hearty,desc: The rum lord adds its Constitution modifier to its AC (included in the Armor Class).,name: Magic Resistance,desc: The rum lord has advantage on saving throws against spells and other magical effects.,name: One for the Road,desc: When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage.,name: Innate Spellcasting,desc: The rum lord’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: prestidigitation 3/day: command
spell_list
page_no185
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 185