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Alcohol Alchemental, Greater

This blob of foamy, brown fluid sloshes about with willful intent.

Greater Alcohol AlchementalCR 5

XP 6,400
N Huge ooze (augmented outsider, elemental, water)
Init +5; Senses blindsight 60 ft.; Perception +16

AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +15, Will +4
DR 10/—; Immune elemental traits, ooze traits

Speed 20 ft., swim 90 ft.
Melee 2 slams +20 (2d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks drench, vortex (DC 25), water mastery

Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
Base Atk+13; CMB +24; CMD 40
Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack
Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, Perception +16, Stealth +10, Swim +30
Languages Common
SQ flammable

Environment any land or water
Organization solitary, pair, or gang (3–8)
Treasure none

Drunken Mastery (Ex) An alcohol alchemental gains a +1 bonus on attack and damage rolls against creature that have ingested alcohol within the past 24 hours. The alchemental becomes aware that it is receiving this bonus against a given creature the first time it attacks that creature, even if its attack misses.

Flammable (Ex) Whenever an alcohol alchemental takes fire damage, it automatically catches on fire (and takes damage each round, accordingly). While on fire, the alchemental gains burn (1d6) as an additional special attack which applies each time it hits a creature with its slam attack.

Vortex (Ex) An alcohol alchemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater (or under the surface of a similar fluid) and cannot leave that water (or other fluid).


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