Rum Lord

Small fey, chaotic evil

Armor Class 15
Hit Points 78 (12d6 + 36)
Speed 20 ft., climb 10 ft., swim 10 ft.

18 (+4) 14 (+2) 17 (+3) 12 (+1) 9 (-1) 16 (+3)

Skills Athletics +6, Intimidation +5
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Common
Challenge 4 (1,100 XP)

Special Traits

  • 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 lord’s Aura of Drunkenness for 24 hours.
  • Hearty. The rum lord adds its Constitution modifier to its AC (included in the Armor Class).
  • Magic Resistance. The rum lord has advantage on saving throws against spells and other magical effects.
  • One for the Road. When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage.
  • Innate Spellcasting. The rum lord’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:


  • Multiattack. The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv.
  • Ale Tap Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  • Broken Bottle Shiv. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • 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’t 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’s green bile.
  • 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.


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.

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.

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.

Tougher Than the Rest. Stronger than their kin in body and mind, rum lords aren’t bothered by bells like rum gremlins. In spite of this, rum lords aren’t overly cruel to their minions and often go out of their way to remove bells from their territory. This kindness doesn’t extend to disobedient rum gremlins, and a rum lord always keeps one bell tucked away, just in case.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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