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5ead/monsters/md/tome_of_beasts_2/rum-lord.md
2025-06-07 07:58:30 -05:00

2.7 KiB

Rum Lord

Small Fey chaotic evil

  • Armor Class: 15
  • Hit Points: 78 (12d6+36)
  • Speed: climb 10 ft. walk 20 ft. swim 10 ft.
  • Challenge Rating: 4 (1,100 XP)
  • Source: Tome of Beasts 2, page 185
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 12 (+1) 9 (-1) 16 (+3)
  • Skills: athletics +6, intimidation +5
  • Condition Immunities: poisoned
  • Senses: darkvision 120 ft., passive Perception 9
  • Languages: Common

Special Abilities

  • 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.