Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (studded leather)
Hit Points 50 (9d8 + 18)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
16 (+3)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws STR +3, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. The Alchemist can make two attacks, either one with their dagger and one potion, or two potions. The alchemist can not use the same potion twice in one turn.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Healing Potion. Heal: 6 (2d4+2) healing.

Acid Vial. Ranged Weapon Attack: +5 to hit, reach 5 ft pour or 20ft thrown., one target. Hit: 6 (2d6) acid damage.

Alchemist's Fire. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) fire damage. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Description

Alchemy is a mix of magic and medicine, and those who practice it are highly sought after. Healing potions are universally loved, potions to empower people are in high demand among adventurers, and poisons are famed tools of assassination. This stat block represents a generic alchemist’s ready potions. If they are aware they will be in battle, they can brew any number of useful potions. Giant’s Strength, Haste, Invisibility, and more.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

RogerPellicano

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