Medium Humanoid (Human), Any Alignment
Armor Class 13
Hit Points 10 (2d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The acolyte is a 2nd-level spellcaster. Its spellcasting ability is Intelligence(spell save DC 12, +4 to hit with spell attacks). The alchemist has following potions prepared 1D4:

 

1. Acid Flask Target Green. Aim for the armour DC 11. Success: Armour disintegrates DC 10. If no armour acid arrow 2d4,  after next round 1d4.

2. Hallucination Blue. Con DC 15. Player believes they are being attacked by a swarm of bats, and they hit themselves. Roll to hit normally. Until another character slaps some sense into them.

3. Feebleness Yellow. Con DC 15, STR reduced to 3. For an hour.

4. Red Gas. Con DC 15, Reduce Con to 3. Lose Bonus Hit Points for an hour

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): Color Spray, cure wounds, shield

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

Achemists are wearing masks to protect them from their fumes. They are level 2 spellcaster effectively. Use 1d4 potions to throw at characters.

Monster Tags: NPC

Habitat: Urban

Alandruin_Galanodel

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