Medium Humanoid (Any Race, Vampire), Any Non-Good Alignment
Armor Class 16 (leather armor)
Hit Points 33 (3d8 + 2)
Speed 30 ft., Fly 20 ft. Only while in Mist form.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +5, DEX +5, CON +5
Skills Deception +2, History +2, Medicine +4, Persuasion +3, Religion +2
Damage Vulnerabilities Radiant
Damage Resistances Poison
Senses Passive Perception 10
Languages Common, Infernal, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.
Actions

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.

 

Bonus Actions

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.

Monster Tags: NPChumanoid

Habitat: Urban

GamerMommyManda64364

Comments

Posts Quoted:
Reply
Clear All Quotes