Medium Humanoid, Any Alignment
Armor Class 10 Natural
Hit Points 40 (4d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws CON +4
Skills Medicine +6
Damage Resistances Poison
Senses Darkvision 120 ft. (Mutate), Passive Perception 13
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Alchemical Resilience. The Alchemist has advantage on saving throws against poison and has resistance to poison damage.

Actions

Multi-attack. The Alchemist may make two Punch attacks or 1 other action listed below.

Mutate (2/day). For 1 minute, the Alchemist magically increases in size, along with anything it is wearing or carrying. While enlarged, the Alchemist is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. The Alchemists jump distance is tripled. The Alchemist's AC, STR, DEX, CON, speed and HP scores are doubled. The Alchemist's INT, WIS, and CHA scores are halved. The Alchemist gains 10 temporary HP at the start of each of its rounds. It cannot exceed more than 10 temporary HP. If the Alchemist lacks the room to become Large, it attains the maximum size possible in the space available.

Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 0) bludgeoning damage.

Punch (Mutate). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 5) bludgeoning damage.

Acid Vial (3/day). Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.

If "Mutate": +8 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.

Alchemist’s Fire (3/day). Ranged Weapon Attack: +3 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a successful DC 14 Dexterity check to extinguish the flames.

If "Mutate": +8 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a successful DC 14 Dexterity check to extinguish the flames.

Alchemical Bomb (2/day). Range 20 ft./5ft. cube radius. Target creatures must make a DC 14 STR saving throw, taking 6(2d6) thunder damage on a failed save and knocked prone, or half as much damage on a successful save and are not knocked prone.

Invisibility (1/day). The Alchemist magically turns invisible until it attacks, casts a spell, or uses its Mutate, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the Alchemist wears or carries is invisible with it.

kottect

Comments

Posts Quoted:
Reply
Clear All Quotes