Medium or Small Humanoid (Human), Any Chaotic Alignment
AC 15 natural    Initiative +6 (16)
HP 280 (10d20 + 151)
Speed 50 ft.
Mod Save
STR 17 +3 +3
DEX 23 +6 +10
CON 17 +3 +7
Mod Save
INT 23 +6 +10
WIS 22 +6 +10
CHA 14 +2 +2
Skills Acrobatics +6, Deception +6, Medicine +8, Performance +5
Resistances Acid, Necrotic, Poison
Immunities Charmed, Petrified, Poisoned
Senses Blindsight out of cone radius from mask eyes, Darkvision 20ft; Passive Perception 19
Languages Abyssal, Celestial, Common
CR 9 (XP 5,000; PB +4)
Traits

legendary resistance: 3/day if the alchemy gambler harder fails a dc check they can choose to succeed it instead 


Alchemy power: 
rolls three times for initiative which act as different turn and if another is right after another then it goes after the next enemy or allies turn

potion bomb creation: Every turn the alchemy gambler rolls dice to determine the three parts of their bomb potions. the alchemist rolls 1d10, and 2D8 and uses the roll to determine what the bombs do 

casing:

  1. regular casing: the bomb hits the ground and bounces 5ft before stopping in place
  2. lob casing: the bomb goes up 10ft in the air and crashes down on an enemies roll
  3. float casing: the bomb starts by going down but then floats up ten feet and can drop as a reaction. 
  4. orbit casing: the bombs circle around the alchemy gambler like they have their own gravitational pull. 
  5. drop casing: a bomb gets fired from the back and front of the alchemy gambler jumping five feet before exploding {if there's an odd number the front is prioritized} 
  6. whirl casing: the bombs fly back and forth like a boomerang and explode on contact
  7. engine casing: the bomb rushes forward at immense speed and if it hits someone they take an addition 1d6 force damage or half on a saved strength check of 17
  8. hunter casing: the bomb is chosen with a signature of a ally or enemy and the bomb tracks them getting 15t faster every turn and starting at 15ft speed
  9. phantom casing: the bomb can go through walls and can go inside someone dealing double damage  
  10. gravitational casing: the bombs all have a small nod on their tops which are magnetically charged letting them move together and connect which could attach onto the sides of an enemy if their on the sides of them.

powder

  1.  black powder: 3d4+2 force damage (3 bombs) 
  2.  tracking powder: 2d4+3 fire damage, creates walls of flames 10ft dealing 1d4+2 fire damage (2 bombs)
  3. cascade powder: 3d4+3 fire damage, makes a large wall of flames 25ft long and 10 ft wide dealing 2d4+5 fire damage (1 bomb) 
  4. component powder: 2d4+3 poison damage, when all three bombs hit a single target in one turn deals an extra 2d6+5 poison damage (3 bombs) 
  5. cluster powder: 3d6+7 bludgeoning damage with a 10 ft radius (1 bomb) 
  6. sparkling powder: 2d4+3 lightning damage in an X shape line of 5ft after it explodes, (2 bombs) 
  7. Ice shatter powder: 3d6+4 cold damage and makes a geode of ice which can restrain anyone in a 10ft radius if they fail a Dexterity check of 17  (1 bomb)
  8. electro powder: 2d4+3 thunder damage and can paralyze if they fail a Constitution check of 17 (3 bombs) (if all bombs hit one target the check only happens once)

fuses

  1.  standard fuse: end of turn or impact. 
  2. long fuse: the turn after ending or impact
  3. quick fuse: instant
  4. sentry fuse: stops in place and stays in place until enemy steps in 5ft range then explodes
  5. remote fuse: on command or impact 
  6. impact fuse: impact on anything (including ground)
  7. living fuse: on command or when an enemy steps in the blast radius of the bomb
  8. combined fuse: fuses the bombs together into one bomb throw and can be shattered lighting the fuses the bombs exploding at the end of the turn or in range of a person or monster

Burst powder:  the gambling alchemist decides to either stay with their base burst or can roll a d4 to select from one of four burst options. 

  1.  feather burst: gently glides down at 5ft in a direction per of 10 ft per turn 
  2. bullet burst: sends out a bullet forward which does 3d6+3 fire damage or half at a successful dc dex save of 16
  3. frost burst: ice powders bellow making a restrain condition on anyone above them if they fall a dc dex save of 16
  4.   spins on the ground and slams into people dealing 2d4 +3force damage (20+ movement to the walk speed for the movement of the alchemy gambler)
Actions

bomb blast: 35ft,  +5  hit. (uses the stats of whatever the "potion bomb creation" rolled. uses the total amount of bombs) 

 Burst powder: rushes 15ft in the air making an explosion that has a 5ft radius and a +5 to hit. Deals the damage type of the affect, (base is 3d4+3 fire damage) 

Staff of striking: +6 hit, range 5ft, 2d6+4 bludgeoning damage

Staff of surging: +6 hit, range 5ft, 2d8+5 slashing damage

Orb of knowledge: +5 hit, range 50ft, beam of 20ft, deals 3d6+3 psychic damage

Bonus Actions

explosive fish: sends out a projectile which runs to the nearest opponent and explodes dealing 2d4+3 force damage, +4 hit

Big bomb: launches a large bomb, 30ft range, 20 ft radius, 3d4+5 force damage +6 hit

Leech liquid: drinks a potion and for the next 4 turns gains hit points equal to damage they deal (recharges after 15 turns)

Smoke trail: becomes invisible but leaves a trail of footprints wherever they move, and stays on for 3 turns (recharges after 15 turns)

Fleet flask: doubles all damage for the next 3 turns. (recharges after 15 turns)

Berserker brew: gains another action for 3 turns. (recharges after 15 turns)

Vat summon: summons a 10ft tall and 5ft wide vat which if hit with a bomb makes an explosion in a 30ft radius which deals 8d4+7 fire damage in a 10ft radius from the centre of the explosion 6d4, in 10-20ft radius deals 4d4+4 fire damage and to 20-30ft radius deals 2d4+2 fire damage. (15 turns to recharge)

Reactions

Quickful dash: halves the damage that they take in an attack

Multi split illusion: turns into five alchemy gamblers and decide one to be the real one, when the fake alchemy gamblers are attacked they get destroyed and the alchemy gambler takes half damage of the damage the clone took. (clones deal half damage and are destroyed after 3 turns) (recharges after 25 turns)

Legendary Actions

has 10 charges. 

Bomb teleportation: sends a bomb to the ground letting them teleport anywhere within 40ft they can see. (1 charge cost) 

Abomination creation: uses their alchemy knowledge to create 2 gricks or a grells depending on a coin flip, tails for grick and heads for grell. (3 charges cost) 

Description

a figure in a dark blue cloak holding a staff with a bird on it made out of a green wood like their mask which is also a bird like form. holds a dark blue cloak which rests over their body smoothed and clean. has golden items and artifacts which rest on their cloaks wrist and neck. the eyes of their mask cold and decayed almost like an undead warrior. the cackling sound of their laughter echoing through their mask. a small hole in the mouth which seems to be big enough to hold a straw. a bag on their back which seem to be tools like liquids, fuel, and fuses for their bombs and mystical artifacts on their body. their staff has a small button which changes its form into a spear or daggers which are used for offensive attacks. somehow their small stature is cute and innocent even when they rain down and burn areas with their potion bombs. (reskin Plague knight from Shovel knight)

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Habitat: Swamp

Doomwizard45

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