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Rum Lord

Size
Small
Type
Fey
Challenge Rating
4
Source
Tome of Beasts 2
Alignment
Chaotic-Evil
Armor Class
15
Speeds
20, swim 10, climb 10
Walking Speed
20
Swimming Speed
10
Climbing Speed
10
Strength Score
18
Dexterity Score
14
Constitution Score
17
Intelligence Score
12
Wisdom Score
9
Charisma Score
16
Skill Proficiencies
Athletics, Intimidation
Vision
Darkvision (120ft)
Languages Ref
Common
Hit Points
78
Condition Immunities
Poisoned
Languages
Aethyrian Common

Small fey, chaotic evil


Armor Class 15

Hit Points 78 (12d6+36)

Speed 20 ft., climb 10 ft., swim 10 ft.


STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
9 (−1)
CHA
16 (+3)

Skills Athletics +6, Intimidation +5

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 9

Languages Common

Challenge 4 (1,100 XP)

Aura of Drunkenness. 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.

Hearty. The rum lord adds its Constitution modifier to its AC (included in the Armor Class).

Magic Resistance. The rum lord has advantage on saving throws against spells and other magical effects.

One for the Road. When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage.

Innate Spellcasting. 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

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.

Description

A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._
Drunken Kings. Rum lords attract other Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.