Small Humanoid (Gnome, Halfling), Lawful Evil
Armor Class 11
Hit Points 66 (6d8 + 10)
Speed 25 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws DEX +5, WIS +6
Skills Deception +7, Insight +2, Medicine +8, Nature +7
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish, Halfling, Thieves' Cant
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Biting Words.  Beesum can taunt hostile creatures into attacking all wrong.  Hostile creatures who can see or hear Beesum's words must succeed in a CHA saving throw (DC15+) or roll attacks at disadvantage until end of their Beesum's next turn or 1 minute.

Poisoned Blades. Beesum the Alchemist has two crude daggers that seem to drip green poison.  As a bonus action, Beesum can dip his blades into their sheathes and recoat the metal in green poison.  Attacks with the poisoned blades do an additional 1d6 poison damage on each successful hit.  Each successful hit removes the coated poison from the weapon, transferring it to the affected creature.
  --  At the start of the targeted creature's next turn (and for the following 3 turns for this target), the hostile creature must succeed in a CON Saving throw (DC13+) or they suffer 1d4 acid damage.  This effect does not stack if the creature is hit again with either poisoned dagger.  The poisoned effect ends after 3 rounds or once a minute for 3 minutes.

Critical Bonus. The Alchemist Halfling inflicts an additional 2d6 poison damage for all critical hits ("natural 20" only).

 

Actions

Multiattack. The alchemist can attack twice with either his two daggers, or his Toss Acid attack.

Daggers. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: (1d6+3) slashing damage.  If the daggers are poisoned, +1d6 per successful hit.  The targeted creature is: poisoned for 3 rounds, suffering 1d4 acid damage.

Toss Acid. Ranged Weapon Attack: +3 to hit, range 5/60 ft., one target. Hit: (1d8+1) acid damage.

Reactions

Greasy Home Cookin'.  Beesum can choose to burp a stinking cloud from his mouth that can temporarily cause any grappling opponent to become poisoned, suffering 1d4 acid damage as well for each turn that the grapple does not end.  The grappling creature is poisoned in this way as well until the grapple ends.  This effect is triggered automatically at the top of Beesum's turn until the grapple is ended.

Legendary Actions

Channel Resistance.  Beesum can choose to change his own condition immunity to poison to only a resistance.  He shares the remaining resistance to poison with whichever ally Beesum has become most attached to, or has the highest CHA. 

This channeling of resistance is an alchemical ritual that requires 15 uninterrupted minutes of Beesum's time PLUS a glass flask/beaker/vial or bottle.  When finished Beesum brews a blood red, boiling potion that drinks icy cold.  The glass vial turns to ice and immediately splinters and shatters upon finishing the liquid, destroying the container. 

Beesum the Alchemist and his ally gain resistance to poison until Dawn the following day.  

Description

Tanned fingers, stubby but nimble maneuver and shuffle a deck of playing cards.  One by one, the halfling alchemist lays the cards on the wooden table before him, in an order you don't understand.  Taking only a second to study over the layout, the middle-aged, brown-skinned halfling furrows his bushy eyebrows that cover his eyes, sniffs a casual snort with his long angular nose, and begins to touch each card one at a time.  One by one, the cards vanish from the table with the touch of his fingers.  Rapidly, you watch the creature wrap upon the table quick like a the pitter-patter of a drummer, and before you can guess what has happened, the process has repeated itself.  

Lair and Lair Actions

While confronted in his Alchemical Shack in Autumgrass Forest, Beesum has access to a series of poisoned traps that are activated by his bonus actions.  There are 7 miniature crossbows with a single poisoned needle-like bolt in each embedded into the walls behind thin sheets of parchment, painted to look like the the rest of the wall. 

On Beesum's command (during an action or bonus action) one or more crossbows can expend their bolt for a ranged attack, +1 to hit.  1 target. 20/90ft. (1d4 piercing damage and 2d8 poison damage) and are poisoned for 24 hours, or until cured.

Habitat: SwampUrban

Valdhar_The_Undying

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