After the discovery of the perfume elemental, it was posited that there were a set of alternate elemental planes. Sages speculate those planes are the planes of beer, perfume, diamonds, and fireworks. But this remains speculation and further questioning of the sages was postponed since their wives wanted them home. Now! Here is what could be gleaned from that meeting:
Beer Elemental
Large Water Elemental
Hit Dice: 8d8+32 (69 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee
Full Attack: 2 Slams +10 melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Water mastery, drench, vortex, wisdom damage, staggered
Special Qualities: Alternate form, charm person, damage reduction 10/-, darkvision 60 ft., elemental traits, miasma.
Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Saves: Fort +10, Ref +4, Will +2
Skills: Listen +5, Spot +6
Feats: Cleave, Great Cleave, Power Attack
Environment: Pubs or Bars
Organization: It and a few drinking buddies (1-4)
Challenge Rating: 7
Advancement: 9-15 (large, it also gets darker as it grows until it becomes Guinness; smaller forms can be found in Oklahoma)
Level Adjustment: -
Alternate Form: A beer elemental can take the form of a dwarf, halfling, human, or half-orc. They only retain their Charm Person ability in this form, but can change back as a swift action.
Charm Person: A beer elemental can Charm Person at will (Will Save DC 11). Dwarves have a +5 save DC.
Drench (Ex) : The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). It's nowhere near 150 proof.
Miasma: Anyone within 20 feet of a beer elemental must make a Fort Save DC 18 (this is Constitution effect but only pansies fail this roll) or be sickened for the duration of being in the presence of the beer elemental and 1d4 rounds afterwards.
Skills: A beer elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Staggered: Anyone hit by a critical from a beer elemental must make a Fort Save DC 18 (again Constitution based and again only pansies fail this one) or be staggered for 1d4 rounds and has a -5 penalty to Diplomacy and Bluff checks when dealing with the City Watch.
Vortex (Su) : See
Elemental :: d20srd.org. A dwarf has a +5 DC to wrench himself free of the vortex.
Water Mastery (Ex) : A beer elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching American beer (water) or real beer.
Wisdom Damage: The touch of a beer elemental deals 1d6 Wisdom damage to a living foe, unless they make a Fort Save DC 18 (again...constitution...pansies...etc.). A creature reduced to Wisdom 0 falls unconscious and wakes up 12 hours later fatigued (with a huge handover). This is a poison effect.