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Rum Lord

Small · Fey · CR 4 · Chaotic Evil

Armor Class
15
Hit Points and Hit Dice
78 (12d6+36)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Small
Type Fey
Alignment Chaotic Evil
XP 1100
Initiative Bonus +2

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 9

Skills

Athletics +6 Intimidation +5

Languages

Common

Resistances & Immunities

Condition Immunities
poisoned

Traits

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).

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

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.

Actions

Ale Tap Scepter

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 bludgeoning damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

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.

Broken Bottle Shiv

+6 to hit, reach 5 ft (1.5 m). Hit: 1d4+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Multiattack

The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv.

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.

About Rum Lord

Rum Lord is a small fey with a Challenge Rating of 4. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 78 hit points (derived from 12d6+36).

Rum Lord has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Rum Lord

2 tips available

When using Rum Lord in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 10 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 10 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Rum Lord

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 10 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 10 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Rum Lord?
Rum Lord has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Rum Lord?
Rum Lord is a Small Fey, which affects how certain spells and abilities interact with it.
What languages does Rum Lord speak?
Rum Lord can communicate in Common.

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