b'Rum Story Keeper \n'b'  Family:   Gremlins  \n'b'  Tiny   fey ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  38 (7d4 + 21)  Speed  20 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  16 (+3)  INT:  12 (+1)  WIS:  9 (\xe2\x80\x931)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +5,  Performance  +5,  Persuasion  +5, Condition Immunities  poisoned   Senses   darkvision  120 ft., passive  Perception  11  Languages  Common  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Drunkenness . The story keeper 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 Aura of Drunkenness of all rum gremlins for 24 hours. \n'b'  Magic Resistance . The story keeper has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Mug Slap .  Melee Weapon Attack : +5 to hit, range 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage. \n'b'  Rum Splash .  Ranged Weapon Attack : +5 to hit, range 40/80 ft., one target.  Hit : 7 (2d6) poison damage. \n'b'  Drinking Stories . The story keeper tells a story of a rum gremlin celebration. Each story has an initial effect and an additional effect if the story keeper takes a bonus action on its subsequent turns to continue the story. It can stop telling a story at any time, and the story ends if the story keeper is  incapacitated . The story keeper can tell only one story at a time. It chooses from the following stories:\n'b'\n'b'\n'b'  Tale of Liquid Courage . Each rum gremlin within 30 feet of the story keeper and that can hear it gains 5  temporary hp  for 1 minute. While this tale continues, each rum gremlin that starts its turn within 30 feet of the story keeper has advantage on saving throws against being  frightened . \n'b'  Tale of the Bar Room Rush . Each rum gremlin within 30 feet of the story keeper and that can hear it can use its  reaction  to immediately move up to its speed. While this tale continues, each rum gremlin within 30 feet of the story keeper can take the  Dash  or  Disengage  action as a bonus action on its turn. \n'b'  Tale of the Great Shindig . Each rum gremlin within 30 feet of the story keeper and that can hear it can use its  reaction  to immediately shove a Medium or smaller creature. While this tale continues, each rum gremlin within 30 feet of the story keeper has advantage on  Strength  ( Athletics ) checks and can shove creatures up to two sizes larger than it. \n'b'\n'b'  Spellcasting . The story keeper casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b'  At will :  prestidigitation  \n'b'  3/day each :  charm person ,  mirror image  \n'b'\n'b' ABOUT \n'b' A potbellied gremlin dressed in a dirty tabard, stained ruff collar, tattered cloak, and puffy breeches takes a swig from a jug of foulsmelling rum. \n'b'  Drunken Celebrities . Story keepers are renowned among rum gremlins for always being at the center of any major drunken debauchery. They travel to gremlin gatherings then retell them as stories to other gremlins. The stories often include besting rivals in drinking contests and chaotic hijinks for non-gremlins. Rum lords lure story keepers to their courts with promises of rum and fun when seeking to increase their courts\xe2\x80\x99 prestige. \n'b'  Solo Artists . Story keepers don\xe2\x80\x99t like to share the spotlight when telling stories. They are notorious for sabotaging and outright attacking other performers\xe2\x80\x94even performers that aren\xe2\x80\x99t gremlins. Devious rum lords have been known to summon rival story keepers to court at the same time in hopes of sparking a drinking or storytelling duel for the court\xe2\x80\x99s entertainment.'