Healing Elixir (3/Day). The alchemist brews specialized elixirs each day that only it can benefit from and that last until the day ends. As a bonus action, it can drink one of these elixirs and regain 8 (2d4 + 3) hit points.
Spellcasting. The alchemist is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following artificer spells prepared. It can use alchemist's supplies as an arcane focus for its spells.
Cantrips (at-will): poison spray, renewal (new)
1st level (4 slots): cure wounds, grease, identify
2nd level (3 slots): enlarge/reduce, melf's acid arrow
3rd level (2 slots): protection from energy, stinking cloud
Multiattack. The alchemist makes two chemical vial attacks or two dagger attacks. In place of one of those attacks, it can cast a spell instead.
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, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
Chemical Vial (7/Day). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 1 slashing damage plus 15 (6d4) acid damage and 7 (2d6) poison damage.
Description
Alchemists cloister within their secret libraries and laboratories to study the nature of the universe and find new and ever-more-potent concoctions, only traveling on rare occasions to locate obscure reagents. Because of years spent imbibing special elixirs, they are often much healthier and more vigorous than they appear. Many of them live alone, but some use their alchemically-gained wealth to hire bodyguards or assistants.
Comments