Medium Humanoid, Any Alignment
Armor Class 15 Studded Leather Armor
Hit Points 165 (20d8 + 40)
Speed 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
15 (+2)
INT
20 (+5)
WIS
19 (+4)
CHA
13 (+1)
Saving Throws CON +6, INT +9
Skills History +11, Medicine +10, Nature +11, Sleight of Hand +9
Damage Resistances Acid, Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Alchemical Savant. Whenever the Alchemist Artificer casts a spell using their alchemist’s supplies as the spellcasting focus, they gain a +5 bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage.

Spellcasting. The alchemist artificer is a 6th level spellcaster. Its spellcasting ability is intelligence  (spell save DC 19, +5 to hit with spell attacks). The Artificer Alchemist has following artificer spells prepared:
Cantrips (at will): acid splash, poison spray, spare the dying
1st level (4 slots): healing word, ray of sickness

2nd level (3 slots): acid arrow, flaming sphere, lesser restoration

3rd level (3 slots): gaseous form, mass healing word

4th level (3 slots): blight, death ward

5th level (2 slots): cloud kill, raise the dead

6th level (once/day): heal

 

Actions

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage. 

Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit:  (1d8 + 3) piercing damage.

Bonus Actions
Spells. Healing WordMass Healing Word
Reactions
Flash of Genius: When the Alchemist Artificer or another creature they can see within 30 feet of them makes an ability check or a saving throw, they can use their reaction to add +5 to the roll. (5/day)
Soul of Artifice. If the Alchemist Artificer is reduced to 0 hit points but not killed out-right, they can use their reaction, causing you to drop to 1 hit point instead of 0, once a day. 
TheMathus

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