Keen Smell. Tenser has advantage on wisdom checks that rely on smell.
Immutable Form. Tenser is immune to any spell that would alter his form unless he chooses to allow it..
Tenser's Transformation(1/day). As an action, Tenser can transform into his beast shape. During the turn he violently transforms into his [Tooltip Not Found] Shape. This lasts for 1 minute.
Spellcasting. Tenser is a 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He can cast Tenser's Floating Disk and Tenser's Transformation at will. Tenser has following wizard and artificer spells prepared:
Cantrips (at will): Dancing Lights, Acid Splash
1st level (4 slots): Healing Word, Ray of Sickness
2nd level (3 slots): Acid Arrow, Enhance Ability, Flaming Sphere(Acid damage), Levitate, Melf's Acid Arrow, Spider Climb
3rd level (3 slots): Haste, Sending, Slow, Counterspell
4th level (3 slots): Polymorph, Stone Shape, Elemental Bane
5th level (3 slots): Telekinesis, Transmute Rock
6th level (2 slots): Disintegrate, Flesh to Stone, Tasha's Otherworldly Guise
7th level (2 slots): Reverse Gravity, Etherealness
8th level (1 slots): Clone, Dark Star
Poisoned Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 2) slashing damage. The target makes a constitution saving throw DC 15 or receives 1d6+2 poison damage immediately, and is poisoned for 1d3+1 rounds. The target can reattempt the save at the end of each turns. After 2 attacks with the Scimitar, the Alchemist must spend a move action to reapply poison to the blade. If he is in a threatened square, he takes an attack of opportunity.
Poison Dart Gun. Ranged Weapon Attack: +5 to hit, range 40/80 ft., 1 target. Hit: 5 (2d4 + 2) Poison damage. The target must make a constitution DC 13 save or be poisoned 1d3+2 rounds. The constitution save can be reattempted at the end of each of the target's turns.
Visually, he blows these darts from a bamboo dart pipe.
Action Throw Potion. Ranged Weapon Attack: +5 to hit a square. DC 10 to hit the desired square, if it's a miss, then it will land short the number of ft it is short of the DC. If the throw is short enough, Tenser can find himself within range of the area of affect and take damage from the potion, unless he is immune to its effects.
The potions he can throw are:
Acid Potion (2) which affects 10 square feet for 3d8+2 acid damage. The target makes a Dexterity save DC 15 for half damage.
Fire Potion (3) which affects 20 square feet for 2d6+2 fire damage. The target makes a Dexterity save DC 15 for half damage. The target is set on fire and takes 1d6+1 fire damage for 1d3 rounds.
Noxious Fumes (1) Creates an area of gas affecting 5 square feet and linger for 1d3+2 rounds. Targets that end their turn in the gas take 2d12 poison damage and must make a constitution saving throw DC 13 or be poisoned for 1d3 rounds.
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