False Appearance. If the rack is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rack move or act, that creature must succeed on a DC 20 Intelligence (Investigation) check to discern that the rack is animate.
Multiattck. The potion rack may make 2 potion fling attacks.
Potion fling. The potion rack flings a random potion as determined by the chart below up to 30ft.
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1: Explosive elixir |
Target must make a DC 18 dex save or take 2d6 fire damage, halved on a successful save. |
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2: Potion of poison |
Target takes 1d6 poison damage and must make a DC 16 con save or become poisoned until the start of the potion racks. |
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3: Acid vile |
The target must make a DC 17 dex save or take 1d8 acid damage and have their Con lowered by one until the start of the potion racks next turn |
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4: Alchemist fire |
The target will take 1d6 fire damage and be covered by a sticky flaming fluid that deals 1d4 fire damage at the start of each of it's turns until the target uses an action to make a DC 10 dexterity check to extinguish the flames. |
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5: Healing potion |
The target will heal for 1d4 health |
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6: Freezing potion |
The target must make a DC 18 con save or take 2d4 cold damage, halved on a success, and have their movement slowed by 20 feet until the start of the potion racks next turn. |
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7: Muckery potion |
The ground in a 10ft radius of the target becomes difficult terrain as the target must make a DC 15 dex save or take 1d6 acid damage and have their movement slowed by 10ft. |
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8: Blinding potion |
The target must make a DC 17 con save or take 1d6 poison damage and become blinded until the start of the potion racks next turn. |
Shake. When the potion rack takes damage it may make a potion fling attack at it's target as long as they are within 30ft.
Description
An animated shelf covered with potions. These creatures are often created by powerful wizards to guard their stash of magical elixirs.
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