b'Rum Lord \n'b'  Small   fey ,  chaotic evil  \n'b'  Armor Class  15  Hit Points  78 (12d6 + 36)  Speed  20 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  17 (+3)  INT:  12 (+1)  WIS:  9 (-1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +6,  Intimidation  +5  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  9  Languages  Common  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   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\xc2\xa0lord\xe2\x80\x99s Aura of Drunkenness for 24 hours. \n'b'  Hearty . The rum lord adds its  Constitution  modifier to its AC (included in the Armor Class). \n'b'  Magic Resistance . The rum lord has advantage on saving throws against spells and other magical effects. \n'b'  One for the Road . When the rum lord hits a  poisoned  enemy with any weapon, the target takes an extra 1d6 poison damage. \n'b'  Innate Spellcasting . The rum lord\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  prestidigitation  \n'b'  3/day :  command  \n'b'\n'b'  Actions \n'b'   Multiattack . The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv. \n'b'  Ale Tap Scepter .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'  Broken Bottle Shiv .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) piercing damage. \n'b'  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\xe2\x80\x99t 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\xe2\x80\x99s green bile. \n'b'  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. \n'b'  About \n'b' 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. \n'b'  Drunken Kings . Rum lords attract other rum gremlins into a court of drunken debauchery. Rum lords are known for entertaining guests of some notoriety within the darker circles of society, especially wererats and  ratfolk . Like all rum gremlins, the rum lord loves alcohol, and wise petitioners bring rare and exotic alcohol to the lord before asking for aid. \n'b'  Rival Drinkers . Rum lords have a special hatred for creatures that take up residence in taverns and alehouses in their territory, especially clurichauns, alehouse drakes, and other rum lords. \n'b'  Tougher Than the Rest . Stronger than their kin in body and mind, rum lords aren\xe2\x80\x99t bothered by bells like rum gremlins. In spite of this, rum lords aren\xe2\x80\x99t overly cruel to their minions and often go out of their way to remove bells from their territory. This kindness doesn\xe2\x80\x99t extend to disobedient rum gremlins, and a rum lord always keeps one bell tucked away, just in case.'