Medium Humanoid, Any Evil Alignment
Armor Class 12 (15 with Mage Armor)
Hit Points 25 (5d6 + 8)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +4
Skills Arcana +5, Medicine +5
Damage Resistances Acid, Fire
Condition Immunities Poisoned
Senses Passive Perception 10
Languages Common, Dwarvish, Elvish, Gnomish
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Alchemist is a 4th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +3 to hit with spell attacks). They have the following Artificer spells prepared: 

Cantrips (at will): Shocking Grasp, Mage Hand, Thunderclap, Sword Burst

1st level (4 slots): Fog Cloud, Mage Armor, Catapult

2nd level (2 slots): Invisibility

Actions

Acid Flask. Ranged Weapon Attack: +2 to hit, one target. Range 20 ft. Hit: (2d6 + 2) acid damage.

Alchemist's Fire. Ranged Weapon Attack: +2 to hit, one target. Range 20 ft. Hit: (1d4 + 2) fire damage. A creature hit by this attack makes a DC 10 Dexterity Check. If failed, it is set on fire and takes 1d4 fire damage at the start of each of its turn. A creature can end this damage if they or another creature use an action to make a DC 10 Dexterity check to extinguish the flames. 

Bonus Actions

The Alchemist has the ability to cast Catapult as a Bonus Action. This still consumes a spell slot.

Potion of Healing. Self. Restore (2d4 + 2) hit points. (3 uses)

Description

When defeated, looting the body reveals 1d4 vials of Acid, 1d4 flasks of Alchemist's Fire, and any Potions of Healing the Alchemist did not use during combat.

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2021 6:17:05 PM
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