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Gremlin, Biersal
A little ugly hairy figure with wide ear, long nose, and even longer tongue. It keeps a crooked pipe in its teeth.
CR 1/2; XP 200
CN Tiny Fey
Init +1; Senses low-light vision, scent; Perception +6
Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 10 (3d6)
Fort +1; Ref +4; Will +3
Defensive Abilities dodge drunks, evasion
Offense
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee 2 claws +4 (1d3–2) and bite +4 (1d3–2)
Ranged thrown mug +4 (1d3–2 plus dazzle)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +4)
At Will—mending, potent liquor, prestidigitation
Statistics
Str 6, Dex 12, Con 10, Int 11, Wis 11, Cha 13
Base Atk +1; CMB +0; CMD 8
Feats Skill Focus (Profession [brewer]), Weapon Finesse
Skills Climb +6, Escape Artist +7, Knowledge (local) +6, Perception +6, Profession (brewer) +9, Sleight Of Hand +7, Stealth +15, Swim +6
Language Common, Undercommon, Sylvan
SQ brewer
Ecology
Environment urban (breweries, alehouses, inns)
Organization solitary,
Treasure standard
Special Abilities
Brewer (Ex) A biersal treats Profession (brewer) as a class skill.
Dodge Drunks (Ex) All the attacks of opportunity made by drunk creatures against a biersal have 50% miss chance. The biersal can attempt a dirty trick, disarm, reposition, or trip combat maneuver with a +4 bonus as a free action against a creature that missed an attack of opportunity aginst it.
Throw Mug (Ex) A biersal is expert at throwing mugs and cups efficiently, treating them as thrown weapons with 20 ft. range increment. If the thrown container is filled with a liquid, the creature hit is dazzled for 1d4 rounds.
Biersals are little, capricious fey that infest breweries, alehouses, inns, and other places that produce and keep ales and beers. Usually, they can be placated by offerings of drink and food, making them somewhat productive, cleaning the vessels, mugs, and bottles at night, and occasionally overseeing brewing, though they are unreliable at best, as they are easily bored and eager to sample the wares when no one is looking.
New Spell: Potent Liquor
School Transmutation [water]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close
Target one alcoholic drink or one non-alcoholic drink
Duration 1 minute
Saving Throw Will negates (object); Spell Resistance yes (object)
You can double or negate potency of a single alcoholic drink, making it count as one, two , or zero doses of alcohol. When cast on a non-alcoholic drink, it makes it smell and taste like an alcoholic drink of your choice. You might make such non-alcoholic to affect you (and only you) as a single dose of alcohol.