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.


STR

18 (+4)

DEX

14 (+2)

CON

17 (+3)

INT

12 (+1)

WIS

9 (-1)

CHR

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
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