b'Brewer Fairy \n'b'  Small   fey ,  chaotic neutral  \n'b'  Armor Class : 13  Hit Points  7 (2d6)  Speed : 20 ft..\n'b' STATS STR: 10 (0) DEX:  13 (+2)  CON:  10 (0)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills :  Arcana  +5,  History  +5,  Investigation  +5,\xc2\xa0 Medicine  +4,  Nature  +5,  Perception  +4,  Survival  +4  Senses :  darkvision  60 ft., passive  Perception  14  Damage Immunities : poison  Condition Immunities :  charmed ,  poisoned   Languages : Common, Gnomish, Sylvan, possibly others  Challenge : 1 (200 xp) \n'b' Special Traits \n'b'   Magical Brewing : Brewer fairies create many wonderful concoctions. The following are but a few of the possible brews. The brews are stored in casks, each holding a dozen mugs of the drink.\n'b'\n'b'   Fey Mead/General -This thick, basic, strong amber-colored honey wine causes the drinker to suffer a -2 penalty to  Dexterity ,  Wisdom , and  Intelligence  per mug, and a +2 bonus to  Strength ,  Constitution , and  Charisma  for every three mugs (note that all three mugs, or multiples thereof, must be consumed to gain the bonus). After quaffing 6 mugs, however, the imbiber must succeed at a DC 15 constitution save or pass out, drunk. For purposes of this save, any bonuses to  Constitution  are treated as penalties. Thus, after the sixth mug drunk, a character would need to succeed at a DC 15 constitution save, treating his constitution as though it were 4 points lower instead of with a 4- point bonus. These bonuses and penalties fade at a rate of one point per hour once the drinking stops. In general, mead is the base for all brewer fairy draughts, so these effects are present in all of the following ales, unless otherwise stated. \n'b'  Passionberry Cider -This lovely cider is fermented from rare passion berries, and it seems to augment the berry\xe2\x80\x99s amorous side effects. Anyone drinking the cider gains a +1 bonus to  Charisma  every for every mug instead of the standard +2 for three. They also suffer a -2 penalty per mug on any saving throws against enchantment magic, illusions, and on any  Wisdom  checks. If a drinker sees or speaks with any reasonably suitable mate (preferred sex and same race), he must also succeed at a  Charisma  save (CL 12) to avoid becoming infatuated with this newfound love Pond Scum Honey Oat Stout -Although no one cares to know what the brewer fairies put in this stout, no one seems to complain about its excellent, hearty flavor. The stout grants a +1 enhancement bonus to  Strength  for every mug imbibed, instead of the standard three. Anyone drinking it is also immune to  fear  effects for one hour per mug. \n'b'  Silver Moon Braggot -A smooth draught that can go right to one\xe2\x80\x99s head. Anyone except dwarves, gnomes, and fey races who drink this ale must succeed at a  Constitution  save (CL 12) or immediately pass out. The difficulty class of the saving throw goes up by one with each successive cup imbibed. Anyone who passes out remains asleep for one year per mug imbibed unless they are physically woken up. Those who do not succumb to the ale\xe2\x80\x99s slumber find themselves in an abundantly cheery mood, and -if the moon is visible -they also gain the ability to  fly  (as a spell-like ability, caster level 12th, activated once per mug drunk). This affect lasts for one hour per mug. \n'b'  Waterfall Pyment -This bubbly white honey wine brewed with specialty white grapes grants the ability to breathe underwater for one hour per drink. \n'b'\n'b'  Innate Spellcasting : A brewer fairies innate spellcasting ability is  Wisdom  (spell save DC 12). They can innately cast the following spells, requiring no material components:\n'b'\n'b'   Cantrips known :  mending ,  produce flame ,  resistance . \n'b'  1st (4 slots) :  Create or destroy water , detect poison or disease,  faerie fire , purify food or drink \n'b'  2nd (3 slots) :  barkskin ,  hold person , locate animals and plants. \n'b' In addition, they can cast  invisibility  as an innate ability twice, after which they must engage in a  short rest  before casting again. \n'b'\n'b'  Actions \n'b'   Belch .  Breath Weapon Attack : 5-foot cone. The fairy quaffs its Silver Moon Ale and belches at an opponent directly in front of them. Victims caught in the area of effect must succeed at a  Constitution  save (DC 15) or become unconscious. The victim is not merely asleep, so rousing him requires several rounds of slapping and yelling in his ear or a blow which causes damage. Left alone, the victim wakes up in 1d4 hours. The belch attack counts as a poison attack. \n'b'  Flame Breath .  Breath Weapon Attack : 10- foot cone. The brewer fairy may quaff some of its highest proof brew and then breathe it on opponents while magically lighting it into a 10-foot cone of flame. Anyone within the cone takes 6 (2d6) points of fire damage. Characters that make a successful  Dexterity  save (DC 13) take only half damage. \n'b'  About \n'b' Brewer fairies resemble small gnomes, standing approximately three feet high. They spend their lives journeying from one location to another, gathering strange and rare ingredients from which to make their legendary brews. Often they can be found in secluded locations, concocting their magical brews. \n'b' Brewer fairies barter with anyone who approaches them. Their prices seem to vary between the reasonable, the cheap, and the extreme. But their drinks have an \xe2\x80\x98unfortunate\xe2\x80\x99 tendency to wreak havoc just as often as they provide aid. \n'b' In their journeys, of course, the brewer fairies often find items and valuables they cannot use in their brews (gems, potions, and the like). These, too, they are willing to barter, but not in coin. \n'b' Instead, brewer faeries prefer magic items, rare pieces of art and most especially, exotic liquors from anywhere and everywhere.'