Rum Lord

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

Armor class
15
Hit points
78
Challenge
4
Creature type
Fey
Size
Small
Alignment
chaotic evil

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

Cha
16
Con
17
Dex
14
Int
12
Str
18
Wis
9
Speed
Swim: 10; Walk: 20; Climb: 10
Senses
darkvision 120 ft., passive Perception 9
Skills
Athletics: 6; Intimidation: 5
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.
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
Condition immunities
poisoned

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.