Avatars- Boozies

celestial · CR 10 · from Complete Guide to Alcohol
Avatars- Boozies
StatisticValue
IntelligenceExceptional
AlignmentLawful Good
No. Appearing1-12
Armor Class0
Movement15
Hit Dice15 (100 hit points)
THAC05
No. of Attacks4
Damage/Attackby weapon type
Special AttacksSpecial
Special Defenses+1 or better weapon to hit
Magic Resistance25%
SizeL (12' tall)
MoraleSpecial
XP Value5000
AbilitiesS: 19 (+3 +7) I: 18 W: 18 D: 18 C: 20 Ch: 18

Description

A Boozie is a strong, muscular, burly, tan man. He wears rough blue jeans (a strange clothing material not found in most worlds) and no shirt. He wields a large tankard that does 2d10 points of damage. If necessary a Boozie can wield any weapon with no penalty.

A Boozie can cause any mortal to become greatly intoxicated at will. A Boozie often uses this power in attempts to avoid combat.

Boozies are really popular with women who find them very attractive. On special occasions, Ebrietas may reward women by sending Boozies to perform a strip show form them.

Also in this section of the source

Malus Temulentia

Portfolio: Evil spirits, liquor, alcohol addiction, bad emotions that drive one to drinking, sickness, and drunkenness which manifests itself as rage and loss of control.

Malus Temulentia is a very evil deity who survives only though the suffering of mortals via liquor. Although other alcohol drinks can have the same effect, liquor gets the job done much quicker. Thus Malus Temulentia's following concentrates on the production and consumption of liquor.

Malus Temulentia is known by many names in many realms. One such realm knows him as the great god Raaalph. Offerings to him are heaved into a porcelain alter at least one a week in the morning. If the god finds the offerings pleasing, he sometimes lessen the suffering of his worshipper.

Malus Temulentia is depicted in art as a large skeleton with fiery red eyes wearing a dark flowing robe. He is always atop a white porcelain throne. Most have waterfalls of pure alcohol flowing around him and/or worshippers bowing in front of him and vomiting.

There are two priesthoods under Malus Temulentia. The first faction are the specialty priests of Malus Temulentia known Stillers. The other faction is made up of clerics.

The mission of both priesthoods is to strengthen the deity by getting people interested in liquor. Then hopefully, the evils of liquor will manifest itself which in turn strengths the deity. Only through the spread of liquor throughout the land can the deity hope to gain more followers. Thus, a person can almost always count on getting a free liquor drink from a follower.

The specialty priests are mainly concerned with the production of liquor. They are always distilling liquor of different types, mixing liquor drinks with exotic ingredients, and constantly searching for the perfect liquor. The logic of the Stillers is that the more appeasing they can make liquor, the more people will consume it. This Stillers are constantly in search of the perfect formulas and procedures. When necessary, a Distiller will travel to get a new recipe, a new distilling procedure, or new information for example. Perfection is the key to success.

The clerics tend to travel spreading the word of Malus Temulentia and the greatness of liquor. As teachers, the clerics will instruct anybody who wants to learn the art of distilling. Also, they are information gathers trying to find as much information on liquor possible. Knowledge of liquor is second only to the liquor itself.

Alignment: The deity is chaotic evil. His priests may chaotic neutral, chaotic good, or chaotic evil. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 9, Constitution 14. Wisdom or Constitution of 16 means +05% experience. Wisdom and Constitution of 16 means +10% experience.

Races Allowed: Any (commonly dwarves, humans, and humanoids such as orcs, goblins, and hobgoblins).

Nonweapon Proficiencies: Bonus: Drinking (Boozing), Disguise Drunkenness/Hangover. Recommended: Bartending, Distilling, Drinking Skills/Tricks.

Weapon Proficiencies: Required: Broken bottle.

Weapons and Armor Restrictions: Permitted weapons are club, staff, and net. The priest may want to use a bottle as a missile or melee weapon. No armor heavier than chain-mail.

Duties of the Priest: Devotions, Guidance in distilling, Missions for collecting information.

Spheres of Influence: Major Access to All, Creation, Divination, Plant, Necromantic, Summoning. Minor Access to Animal, Healing, Protection, Sun, Weather.

Powers & Benefits:

  • The specialty priest is immune to alcohol poisoning (but not drunkenness).
  • The specialty priest never experiences a hangover if intoxicated from liquor. Wine, beer, mead, and ale cause normal hangovers. Of course, the priest would rather not drink such a foul alcohol unless it served a purpose in some deception.
  • The specialty priest receives a +1 per level bonus on all Constitution checks when drinking liquor.
  • At 3rd level, the specialty priest can identify and analyze any liquor with just one sip.
  • At 5th level, the specialty priest can raise or lower a person's alcohol addiction by 3 in both the drinking and amount levels. This power can be used once per week.
  • At 7th level, the specialty priest can raise his strength by 3 once per day. The strength increase will last for 1 hour.

Limitations & Hindrances:

  • The specialty priest receives a -1 per every three levels penalty on all Constitution checks when drinking beer, ale, wine, or mead.
  • The specialty priest receives a -3 reaction from priests of Ebrietas, Vinumus, and Excitarus.
  • Within 24 hours of becoming greatly intoxicated, a cleric or priest must induce vomiting upon himself to pay homage to Malus Temulentia.

Followers and Strongholds: Upon reaching 9th level, a specialty priest can build a temple complex which contains a distillery. The followers received consist of 20 followers proficient in distilling, 10 first- level clerics, 3 third-level priests, and 1 six-level priest. The distillery must produce liquors of all types for sacrifice to the deity and for sale to the community. The temple complex should contain a library on liquors which would contains such information like production of different types of liquor, different recipes for making mixed drinks using liquor, mythology on the deity, and propaganda against the other alcohol deities. The temple complex may also have a tavern where people can come to drink liquor (no other types of alcohol are served). Liquor is typically sold at cost because of the mission of the priesthood.

Symbols: Malus Temulentia's symbol is a white, porcelain bowl. Every temple of Malus Temulentia has a white, porcelain bowl atop a white, porcelain altar.

Holidays, Festivals, Special Occasions: Followers do not observe any special occasions. However, they do try to attend festivals, holidays, and special occasions of any type as long as alcohol can be served. Then the followers attempt to flood the festivities with liquor. Before attending any special occasion, clerics and priests must hold a private ceremony where they pay homage to Malus Temulentia and ask for success.

Minions: As often depicted in art, Malus Temulentia rides a magnificent Pravus Clydesdale horses (INT: high; AL NE; AC 5; MV 14"/14"; HD 15; hp 100; THAC0 5; # AT 3; Dmg 3d8/3d8/3d4 horn/horn/bite; SA steam, berserk rage; SD fear aura; MR 10%; SZ L, 12'; XP 15,000). A very powerful and intimidating steed, he has god- like attributes and powers, a gift bestowed to him by his master.

All 820 monsters in the Netbook Bestiary