Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (Scale mail)
Hit Points 96 (14d8 + 20)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws CON +5, INT +5
Skills Arcana +6, History +6
Damage Resistances Acid, Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Passive Perception 11
Languages Any four languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

 

 

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Fire Breath. Using a fire breath potion the Alchemist breaths fire at there enemy's in a 30ft cone. All hit much make a DC 15 Dex save or take 4d6 fire damage or half as much if they pass the save.

Potion of Healing (3 uses). The Alchemist drinks a potion of greater healing, gaining 4d4+4 HP.

Philter of Vigor (One use). The Alchemist gains 6d6 max health and heals half of that.

Acid Bottle. Ranged Weapon Attack: +7 to hit, reach 20ft. one target. Hit 9 (2d6+5) acid damage.

Reactions

Counter. Once a turn the Alchemist can take a -3 to AC to hit the attacker with an auto crit from there dagger as long as they are still not hit.

Bottled Ice (Recharge 2-6). The Alchemist can throw a bottle on the floor freezing it and knocking any melee attackers prone ending there action.

Monster Tags: NPC

Habitat: Urban

Joey_theone

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