Dark Devotion: Has advantage on saving throws against being charmed or frightened.
Toxic blood: Heals from poison damage.
Scent of blood: Creatures below half-health cannot benefit from hiding or invisibility, due to there loss of blood.
Consumed - Potion of Vampiric Attributes: This creature's age has been permanently reduced, though they still continue to age at their usual rate. They have also gained the following abilities/effects which will last until the next time their health drops bellow 1/3 of its total HP:
- Shape Changer: Change into a medium cloud of mist. While in this form you have a flying speed of 20ft and are immune to all physical damage, but can not take any other actions (or bonus actions) except to change back.
- Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Vampire Strength: Your base STR stat is 18 and can not be reduced by any attacks, spells, or potions.
- Sun Sensitivity: You are vulnerable to Radiant damage.
Shape Changer: Change into a medium cloud of mist. While in this form you have a flying speed of 20ft and are immune to all physical damage, but can not take any other actions (or bonus actions) except to change back.
Multiattack: The alchemist can make two weapon attacks, only one of which can be to throw a concoction.
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage.
Toxic Spear. Melee/Ranged Weapon Attack: +3 to hit, reach 5-30 ft., one creature. Hit: 4 (1d10+3) piercing damage. If the target fails a DC16 constitution saving throw, they are poisoned.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:
- Potent Acid: Hit: 10 (3d6) acid damage.
- Potent Alchemist's Fire: Hit: 5 (2d4) 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 DC 16 Dexterity check to extinguish the flames.
Chug: They can drink one of the potions they are carrying:
- 3 x Potion of Healing
- 1 x Potion of Invisibility
Description
A human man who once started off as a regular Alchemist, until he discovered a blood potion capable of restoring his youth and granting Vampiric powers. He is now hundreds of years old and obsessed with maintaining his youth and power by keeping an on-going supply of his "Potion of Vampiric Attributes." Every few years he will use his potion shop as a front to lure in helpful travelers and rob them of their hearts for his potion.
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