Level Up (A5E) Alcoholic elementals

Jacob Vardy

Explorer
These have been in games i've run for years. I stat'ed them up for a5e, so i thought i might as well share them.

tl;dr - this is the biggest change from water elementals

Alcoholic fumes. A creature that starts its turn grappled by the elemental, touches it, or hits it with a melee attack while within 5 feet must make a Constitution saving throw (DC 12), becoming drunk on a failure, taking the poisoned condition. If the creature already has the poisoned condition it takes the confused condition. If the creature has the confused condition it takes the stunned condition. A creature can only be forced to make this save once per turn. If the creature has not failed this save since the end of its last turn, at the end of its turn it can make a save to remove the last of the conditions imposed. Stunned creatures become confused, confused creatures become poisoned, poisoned creatures become unaffected.

Alcoholic elementals​

Guardians of the Para-elemental Plane of Alcohol or servants of bacchanalian gods, these elementals might be sent out to punish those who misuse items like an endless cask of wine, or to protect their mortal followers from puritans. Although it is not unknown for dipsomancers to infuse these elementals into fountains or flasks, providing a limitless supply of the Platonic Ideal of the alcohol in question. Bibulous cults might also summon these elementals to their celebrations to allow ecstatic intoxication

BEER ELEMENTAL​

(SALAMANDER NYMPH)
CHALLENGE 1
MEDIUM ELEMENTAL 200 XP
AC 14 (natural armour)
HP 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (–1) 10 (+0) 8 (–1)​
Proficiency +2; Manoeuvre DC 12
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10
Languages understands Drunk but can’t speak
Alcoholic fumes. A creature that starts its turn grappled by the elemental, touches it, or hits it with a melee attack while within 5 feet must make a Constitution saving throw (DC 12), becoming drunk on a failure, taking the poisoned condition. If the creature already has the poisoned condition it takes the confused condition. If the creature has the confused condition it takes the stunned condition. A creature can only be forced to make this save once per turn. If the creature has not failed this save since the end of its last turn, at the end of its turn it can make a save to remove the last of the conditions imposed. Stunned creatures become confused, confused creatures become poisoned, poisoned creatures become unaffected.
Living poison. Casting the spell Purify Food and Drink on the elemental does 3d10 radiant damage to the elemental. Like the spell Inflict Wounds. Also like that spell, casting Purify at higher levels adds 1d10 per spell level above the first.
ACTIONS
Spit. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is subjected to the elemental’s Alcoholic Fumes trait.

The alcoholic lords command a number of bacchanalian elementals. A basic sample of the beer elementals (and what they are made of) would include:
  1. Amber or red lager (barley)
  2. Brem (rice)
  3. Brown ale (barley)
  4. Cauim (manioc)
  5. Chicha (maize)
  6. Dark ale (barley)
  7. Dark lagers (barley)
  8. Dry stout ale (barley)
  9. Kava (kava)
  10. Kasiri (cassava)
  11. Kumis (horse milk)
  12. Kvass (rye)
  13. Nihamanchi (manioc)
  14. Oshikundu (millet and sorghum)
  15. Oyster stout ale (barley)
  16. Pale ale (barley)
  17. Pale lager (barley)
  18. Porter ale (barley)
  19. Shipping ale (IPAs)
  20. Sato (rice)

WINE ELEMENTAL​

(WATER ELEMENTAL)
CHALLENGE 5
LARGE ELEMENTAL 1,800 XP
AC 14 (natural armour)
HP 114 (12d10 + 48; bloodied 57)
Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 6 (–2)​
Proficiency +3; Manoeuvre DC 15
Damage Resistances cold; damage from nonmagical Weapons
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Drunk
Alcoholic Fumes. A creature that starts its turn grappled by the elemental, touches it, or hits it with a melee attack while within 5 feet must make a Constitution saving throw (DC 15), becoming drunk on a failure, taking the poisoned condition. If the creature already has the poisoned condition it takes the confused condition. If the creature has the confused condition it takes the stunned condition. A creature can only be forced to make this save once per turn. If the creature has not failed this save since the end of its last turn, at the end of its turn it can make a save to remove the last of the conditions imposed. Stunned creatures become confused, confused creatures become poisoned, poisoned creatures become unaffected.
Living Poison. Casting the spell Purify Food and Drink on the elemental does 3d10 radiant damage to the elemental. Like the spell Inflict Wounds. Also like that spell, casting Purify at higher levels adds 1d10 per spell level above the first.
Flammable. If the elemental takes fire damage, each creature sharing its space takes the same amount of fire damage.
Fluid Form. The elemental can enter and end its turn in other creatures’ spaces and move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Multiattack. The elemental makes two spit attacks.
Spit. Melee or Ranged Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is subjected to the elemental’s Alcoholic Fumes trait.
Whelm. The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures.

Some wine elementals include:
  1. Clericó (grape)
  2. Cider (apple)
  3. Emu (palm tree juice)
  4. Huangjiu (rice)
  5. Jerkum (plum)
  6. Lagmi (palm)
  7. Makgeolli (rice)
  8. Mead (honey)
  9. Mnazi (palm tree juice)
  10. Orange wine (grape)
  11. Perry (pear)
  12. Red wine (grape)
  13. Rose wine (grape)
  14. Sake (rice)
  15. Sodabe (palm tree juice)
  16. Sonti (rice)
  17. Tapuy (rice)
  18. Tonto (banana)
  19. Tiswin (maize)
  20. White wine (grape)

DISTILLED ELEMENTAL​

(GIANT WATER ELEMENTAL)
CHALLENGE 9
HUGE ELEMENTAL 5,000 XP
AC 14 (natural armour)
HP 157 (15d12 + 60; bloodied 78)
Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 6 (–2)​
Proficiency +3; Manoeuvre DC 15
Damage Resistances cold; damage from nonmagical Weapons
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Drunk
Alcoholic Fumes. A creature that starts its turn grappled by the elemental, touches it, or hits it with a melee attack while within 5 feet must make a Constitution saving throw (DC 15), becoming drunk on a failure, taking the poisoned condition. If the creature already has the poisoned condition it takes the confused condition. If the creature has the confused condition it takes the stunned condition. A creature can only be forced to make this save once per turn. If the creature has not failed this save since the end of its last turn, at the end of its turn it can make a save to remove the last of the conditions imposed. Stunned creatures become confused, confused creatures become poisoned, poisoned creatures become unaffected.
Living Poison. Casting the spell Purify Food and Drink on the creature does 3d10 radiant damage to the elemental. Like the spell Inflict Wounds. Also like that spell, casting Purify at higher levels adds 1d10 per spell level above the first.
Flammable. If the elemental takes fire damage, each creature sharing its space takes the same amount of fire damage.
Fluid Form. The elemental can enter and end its turn in other creatures’ spaces and move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Multiattack. The elemental makes two spit attacks.
Spit. Melee or Ranged Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target is subjected to the elemental’s Alcoholic Fumes trait.
Whelm. The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures.

Some distilled elementals:
  1. Akpeteshie (palm wine)
  2. Arak (grape and aniseed)
  3. Arrack (coconut flower or sugar cane)
  4. Awamori (rice)
  5. Baijiu (sorghum)
  6. Bourbon (maize)
  7. Brandy (fruit)
  8. Cachaça (sugarcane juice)
  9. Gin (barley and juniper berries)
  10. Horilka (wheat or rye)
  11. Ògógóró (palm tree juice)
  12. Puncheon Rum (sugarcane molasses)
  13. Raki (grapes and anise)
  14. Rhum agricole (sugarcane juice)
  15. Smooth Rum (sugarcane molasses)
  16. Soju (rice, wheat, or barley)
  17. Tequila (blue agave)
  18. Uisge Beatha, whisky (barley)
  19. Uisce Beatha, whiskey (barley)
  20. Vodka (grains or potato)
 

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