Sunlight Sensitivity. While in sunlight, the minions has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight as they spend almost all day everyday in a factory. As well as when they have their hoods removed.
Acid Vial. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist’s Fire. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 2(1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a successful DC 10 Dexterity check to extinguish the flames.
Random Potion. Ranged Weapon attack : +2 to hit, range 20ft, one target. Roll a D8
1 - Liquid Fire (1d4) fire damage, 2 - Ice breath (1d6-1) ice damage, 3 - lightning bug (1d4+1) lightning damage, 4 - necrotic gas (1d4+2) necrotic damage, 5 - Thunder Grenade (1d8) thunder damage, make a dc15 survival check to see if deafened. on a fail you are deafened. 6 - thunder wave (roll a dc15 luck) on a fail you are paralyzed. 7 - Instant Sunlight (dc 15 survival check) on a fail you have been blinded. 8 - Love potion #9 (dc 13 luck check) on a fail you are charmed by the caster.
Description
Alchemist minions who work in the Fairy Godmothers Factory, who comprises of gnomes, goblins, and dwarfs.
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