Alchemental, Alcohol

This blob of foamy, brown fluid sloshes about with willful intent.
Alcohol Alchemental
Languages Common

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).

Over the years, various alchemists and arcanists have conducted experiments designed to create new species of elementals from the remains of deceased air, earth, fire, and water elementals. The end results of such experiments are alchementals, elemental beings more akin to the oozes of the Material Plane than the true elementals native to farther realms.

Unlike many oozes, alchementals possess a dim intelligence. Most are bright enough to understand that they are created from the remains of extraplanar elementals, and learn what they can about other planes of existence as a means of exploring this heritage. A popular belief among alchementals is the theory that their souls return to the elemental planes upon death, where they are transformed into true elementals.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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