False Object. If the closet is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the closet is animate.
Volatile Chemistry. When hitting the closet with 6 or more bludgeoning damage, roll a d20 and apply one of the effects of the Alchemist Supplies in a 5ft cone in the direction of the attack.
Multiattack. The closet makes two attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d10 + 2) bludgeoning damage.
Alchemist supplies. RangedWeapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage. Also roll a d20, the number on the dice rolled determines the type of alchemical substance that has been thrown:
Acid Vial (1-8). Deals (4d4) acid damage to the target.
Poisonous substance (9-14). Deals (4d4) poison damage to the target.
Sticky substance (15-19). The target's movement speed is halved and it can't benefit from being invisible anymore. The creature can use an action to free itself from the sticky substance on its turn.
Healing Potion (20). The target heals for (2d4 + 2) hit points.
Previous Versions
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1/31/2023 5:02:54 PM
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4/9/2023 3:58:14 PM
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7
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6/9/2023 10:38:36 AM
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5
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1
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