Medium Humanoid, Unaligned
Armor Class 16 (scale mail)
Hit Points 80 (8d8 + 40)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws CON +7
Skills Sleight of Hand +0
Damage Resistances Poison
Senses Passive Perception 10
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Resilience. The alchemist has advantage on saving throws against poison and spells, as well as to resist being stunned, blindedblinded or paralyzed.

Actions

Multiattack. The Alchemist makes any two vial attacks or rapier attacks or makes a single bomb attack

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 9 (1d8+4) piercing damage plus 7 (2d6) poison damage and their movement speed is reduced by  10ft. 

Acid Vial. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 12(2d10) acid damage and the target's armor class is reduced by 1 until the start of The Alchemist's next turn. 

Incendiary Vial. Range:  30ft., all creatures within a 10ft radius of the impact take 8 (2d6) fire damage and must make a DC 14 Dexterity saving throw or are covered in flames. At the start of that creature's turn, they take an additional 8 (2d6) fire damage. They can spend an action to extinguish the flames. 

Puff Ball Vial. Range: 30ft., all creatures within a 10ft. radius of the impact take 15 (3d8) bludgeoning damage and must make a DC 14 Strength saving throw. On a failure the creature is knocked back 10ft. and knocked prone. If the creature is knocked into another creature or another object both take an additional 5 (1d8) bludgeoning damage. 

Rhime Vial. Ranged Weapon Attack: +7 to hit, range 30ft., one target. Hit 20 (2d12+4) cold damage and is restrained until the end of their next turn. 

Bomb. Range: 60ft, all creatures within a 20ft. radius must make a DC 16 Dexterity saving throw or take 12 (3d6) force damage, 8 (2d6) slashing damage, and 8 (2d6) fire damage. On a successful save creatures take half damage

Bonus Actions

 Ice Wall Vial. Range: 60ft., The vial explodes into a 20ft long 10ft tall wall of ice. The wall lasts until the start of The Alchemist's next turn.

Sticky Puddle Vial. Range: 60ft., The vial explodes in a 20ft radius of a tar-like substance. This area becomes difficult terrain until the start of the Alchemist's next turn. 

Vortex Vial. Range 60ft., The vial implodes, sucking all creatures within a 10ft radius 5 ft towards the center unless they succeed on a DC 14 Strength saving throw. 

Reactions

 Slip Away. if a creature moves within 5ft of The Alchemist, they can move equal to their movement without provoking attacks of opportunity. 

1nside0ut

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