Medium Or Small Humanoid, Any Chaotic Alignment
Armor Class 20 Heavy Armor
Hit Points 350 (20d10 + 150)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
20 (+5)
INT
24 (+7)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +8, CON +11, INT +13
Skills Arcana +17, History +17
Damage Resistances Acid, Poison
Condition Immunities Blinded, Frightened
Senses Truesight 120, Passive Perception 21
Languages Common, Draconic Draconic, Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Malmutation

The Alchemist Disruptor’s experiments have permanently mutated it, granting it resistance to acid, poison, sleep, blindness, and fear effects. Once per turn, it can roll a d6 and select a random potion from the Malmutation Table, throwing it at a target within 30 feet. The chosen potion inflicts effects ranging from fire damage to magical darkness or even madness, forcing enemies to adapt to its chaos.

When the Alchemist Disruptor uses its Malmutation ability, roll a d8 to determine the effect of the potion thrown:

Roll (d8) Effect Description
1: Fire The potion ignites the target. The target takes 14 (4d6) fire damage and is set ablaze, taking 7 (2d6) fire damage at the start of each turn until extinguished (DC 15 Dexterity check to extinguish).
2: Earth The potion hardens on contact, turning flesh to stone. The target must succeed on a DC 18 Constitution saving throw or become petrified for 1 minute.
3: Air The potion releases a burst of wind, throwing the target backward. The target is pushed 30 feet in a random direction and knocked prone.
4: Water The potion freezes on impact, encasing the target in ice. The target takes 10 (3d6) cold damage and has their speed halved for 1 minute.
5: Plasma The potion creates a burst of unstable energy. The target takes 18 (5d6) lightning damage, and all creatures within 10 feet take half that damage.
6: Shadow The potion explodes into magical darkness. A 20-foot radius sphere of magical darkness forms around the target for 1 minute. Only magical light can dispel it.
7: Madness The potion warps the target’s mind. The target must succeed on a DC 18 Wisdom saving throw or be affected by the Confusion spell for 1 minute.
8: Chaos Surge The potion unleashes pure chaos, affecting all creatures in a 15-ft radius. Each creature in the area must roll a d6: 1–2 (prone), 3–4 (blinded), 5–6 (frightened) for 1 minute (DC 18 Wisdom save to end).

Spellcasting

The Alchemist Disruptor is a 10th-level spellcaster with Intelligence as its spellcasting ability (spell save DC 18, +10 to hit with spell attacks). It uses its alchemical knowledge to replicate magic through potions and strange formulas.

Spell Slots

  • 1st level (4 slots)
  • 2nd level (3 slots)
  • 3rd level (3 slots)
  • 4th level (2 slots)
  • 5th level (1 slot)

Spells Known

  • Cantrips (at will): Acid Splash, Fire Bolt, Mending
  • 1st Level (4 slots): Chromatic Orb, Magic Missile, Ray of Sickness
  • 2nd Level (3 slots): Melf's Acid Arrow, Mirror Image, Scorching Ray
  • 3rd Level (3 slots): Counterspell, Fireball, Stinking Cloud
  • 4th Level (2 slots): Greater Invisibility, Blight
  • 5th Level (1 slot): Cloudkill

Madness (Recharge 5–6)

The Alchemist Disruptor channels the chaotic energy of its fractured mind into a devastating psychic wave. As an action, the Disruptor releases a blast of madness in a 60-foot cone. Each creature in the area must succeed on a DC 18 Wisdom saving throw or be overwhelmed by chaotic thoughts for 1 minute. On a failed save, roll a d4 to determine the effect:

  1. Frightened: The creature is frightened of the Alchemist Disruptor for the duration. It can repeat the save at the end of each of its turns, ending the effect on a success.
  2. Confused: The creature acts as if under the Confusion spell for the duration. It can repeat the save at the end of each of its turns.
  3. Paralyzed: The creature is paralyzed until the end of its next turn. Afterward, the creature is stunned until it succeeds on a save at the end of its turn.
  4. Mad Inspiration: The chaotic energy inspires dangerous thoughts. The creature gains advantage on attack rolls and damage rolls against all creatures (including allies) until the effect ends.

On a successful saving throw, a creature takes half damage (14 [4d6] psychic damage) and suffers no additional effects.

Actions

Multiattack

The Alchemist Disruptor makes two melee attacks or one ranged attack and uses a potion from its Malmutation Table.

Melee Attack: Alchemical Blade

  • Attack Bonus: +10
  • Reach: 5 ft
  • Hit: 18 (3d8 + 5) slashing damage. The blade is coated with a reactive chemical, causing an additional 10 (3d6) acid damage.

Ranged Attack: Alchemical Flask

  • Attack Bonus: +10
  • Range: 30/60 ft
  • Hit: 21 (6d6) acid damage. On a miss, the flask shatters in a 10-ft radius, dealing half damage to creatures in the area.
Bonus Actions

Quick Brew

The Alchemist Disruptor hastily concocts a new potion and adds it to its arsenal. Roll a d6 on the Malmutation Table to determine the potion created. The potion can be used on its next turn as part of its Malmutation ability.

Reactions

Chemical Counter

When a creature within 30 feet targets the Alchemist with a spell or ranged attack, the Alchemist can throw a flask of reactive chemicals to disrupt the attack. The attacker must succeed on a DC 18 Dexterity saving throw or the attack fails, and they take 10 (3d6) acid damage.

Legendary Actions

The Alchemist Disruptor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.

  1. Explosive Reaction
    The Alchemist throws a volatile potion at its feet, creating a fiery explosion. Each creature within a 20-ft radius takes 28 (8d6) fire damage (DC 18 Dexterity save for half damage).

  2. Mutative Surge
    The Alchemist drinks a self-created mutagen. Roll a d6 to determine the effect:

    • 1-2: Gains resistance to all damage types for 1 minute.
    • 3-4: Gains advantage on all saving throws for 1 minute.
    • 5-6: Heals 50 hit points.
  3. Madness Wave
    Releases a pulse of chaotic energy. All creatures within 30 ft must make a DC 18 Wisdom saving throw or be affected by the Confusion spell for 1 minute.

Mythic Actions

.

Description

The Alchemist Disruptor is a chaotic and unpredictable foe, combining alchemical mastery with raw destructive power. Its body is a patchwork of scars and chemical burns, and its movements are erratic yet calculated. Glass vials containing glowing, bubbling liquids dangle from its belt and armor, ready to be hurled at enemies or consumed for devastating effects. Its laughter echoes with unhinged glee, and its experiments have left its mind fractured but cunning. It thrives on chaos, using its intellect and volatile arsenal to sow destruction and confusion.

Lair and Lair Actions

When fighting in its lair, the Alchemist Disruptor can use lair actions. On initiative count 20 (losing ties), it can take one of the following actions:

  1. Chemical Flood
    The Alchemist releases a flood of unstable chemicals into the lair. All creatures must succeed on a DC 18 Constitution saving throw or take 14 (4d6) acid damage and be poisoned until the end of their next turn.

  2. Mutagenic Fog
    A thick, glowing fog fills a 30-ft radius around a point the Alchemist chooses. Creatures in the area have disadvantage on attack rolls and saving throws while inside the fog. The fog lasts for 1 minute or until dispersed by wind.

  3. Potion Surge
    The Alchemist can instantly brew two potions from its Malmutation Table and throw both at different targets within range.

StLUCIFER

Comments

Posts Quoted:
Reply
Clear All Quotes