Small Humanoid (Gnome), Chaotic Neutral
Armor Class 14 (Studded Leather)
Hit Points 27 (5d6 + 10)
Speed 25 ft.
STR
8 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
17 (+3)
WIS
9 (-1)
CHA
12 (+1)
Saving Throws CON +4, INT +5
Skills Arcana +5, History +5, Nature +5, Perception +1
Senses Darkvision 60 ft., Passive Perception 11
Languages Any four languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Alchemist Resilience. The crazed alchemist has advantage on saving throws against poison.

Alchemy. The crazed alchemist is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13). The crazed alchemist prepares its spells by mixing ingredients into a number of extracts, and then “casts” its spells by drinking the extract. An crazed alchemist’s extract becomes inert if used or carried by anyone else. It can cast the following spells:

1st level (1/day each): absorb elements, comprehend languages, cure wounds, disguise self, shield

2nd level (1/day each): enhance ability, enlarge/reduce, invisibility

Gnome Cunning. The crazed alchemist has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The crazed alchemist’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells:

At will: minor illusion

Speak with Small Beasts. Through sounds and gestures, the crazed alchemist can communicate simple ideas with Small or smaller beasts.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 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 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2 (1d4) poison damage on a failed save.

Bomb (8/Day). The crazed alchemist throws a volatile chemical concoction at a point up to 20 feet away. Each creature within 5 feet of that point must make a Dexterity saving throw (DC 13). A target takes 13 (3d6 + 3) fire damage on a failed save, or half as much damage on a successful one. An crazed alchemist’s bomb becomes inert if used or carried by anyone else.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2018 7:10:49 PM
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2
1
Coming Soon

Monster Tags: NPChumanoid

Habitat: Urban

LuizMareth

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