Magic Resistance. The skeletal alchemist has advantage on saving throws against spells and other magical effects.
Legendary Resistance 3xday. The skeletal alchemist may choose to succeed at a savng throw he has failed
Regeneration 10hp/round: As long as he is within 30 feet of the Pool of Putrescent
Burning Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 2) fire damage.
Lob Acid: Ranged Weapon Attack: +9 to hit, 30 ft., one target. Hit: 11 (3d6 + 2) acid damage + 10 acid damage / round for the next 3 rounds. Anyone within 20 feet is poisoned (Dex DC 16 to negagate)
Lob Alchemist Fire: Ranged Weapon Attack: +9 to hit, 30 ft., one target. Hit: 11 (3d6 + 2) fire damage. Half damage to anyone within 10 feet (Dex save DC 16 to negate) + 10 fire damage / round for the next 3 rounds.
Acid cloud [rollable](Recharge 5–6);
CloudKill
Spells each 3 per day
Earthbind
Lair and Lair Actions
Pool of Putrescent
Regeneration: As long as he is within 30 feet of the Pool of Putrescent the Alchemist regenerates 20 hit points / round. Radiant damage prevents this
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