Spellcasting. you may choose how many spells would be necessary.
Spider Climb. Alch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Augmenting Oil. designed to adapt and combine with other metals, whenever a creature hits Alch with a metal weapon, roll a d100, on a 1 - 20, the item fusses with the oil, alch can now make attacks with that weapon as if it was his own. if the weapon is attuned by the bearer, it ceases to be attached to them and counts as if alch is attuned to it. when Alch dies, all the items drop within the nearest unoccupied space within 5ft of him.
Multi attack. Alch makes four attacks in any combination of tendrils and/or fling.
Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: # (2d6 + 4) slashing damage, additionally, Alch can choose to grapple the target as long as it is Large or smaller (DC 14 Atheltics check to escape the grapple) and the target is restrained. Alch cannot make an attack against another target with that tendril while it is restraining the creature.
Fling. Ranged Weapon Attack: +7 to hit, range 60/90 ft., 1 target. Hit: 16 (6d6) bludgeoning damage. Alch can only make this attack with a creature he has grappled, throwing it at another creature he can see within range. the creature he threw takes a d6 of bludgeoning damage equal to the number of feet they was thrown divided by 5 rounded up. both targets are knocked prone.
Malor Bomb (recharge 6). Alch flings a bomb of acid ata point within 40ft. each creature within a 20ft radius of that sphere must make a DC 16 Dexterity save, taking 49 (11d8) acid damge on a failed save, or half as much on a sussesful one.
One with the Oil. Alch dives into the oil surrounding him, he can bring a creature he is grappling with him. this counts as swimming.
Oozy Shield. Alch's Oil creates a dome around him, protecting him from an oncoming attack, granting him total cover. he can use this reaction after seeing the result of an attack or targeted by a spell, but before damage is delt. this lasts until the end of the turn.
Lair and Lair Actions
When fighting inside its lair, Alch can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Alch takes a lair action to cause one of the following effects:
Lair Actions
On initiative count 20 (losing initiative ties), Alch takes a lair action to cause one of the following effects; Alch can’t use the same effect two rounds in a row:
- Alch creates three duplicates of himself made of of the Oil, they look identical to him, they each have 1 hit point, AC 10, and a movement of 30ft. Alch as a free action can comand them to move anywhere. they cannot attack, but alch may distribute his attacks as if they originated from the clones. a succesful DC 18 Investigation check made shows which Alch is the original.
- Alch creates a giant dome of Oil, it is 50ft, by 50ft, by 50ft. the dome is 5ft thick, and creatures cannot leave the dome but can enter from outside of it. is a while inside it, it counts as darkness. creatures not effected by Glistening Oil count as moving in difficult terrain. additionally, Alch knows the exact location of each creature in the dome that is touching the oil, as he can feel it. the dome last for one hour, or until Alch dissmisses it as a bonus action. in which the oil disipates back into Dripper.
Comments