Multiattack. The harmacist makes two attacks, either of which it may replace with a use of its Ignite Weapon.
Rifle Bash. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 2) Bludgeoning damage.
Dartbow. Ranged Attack Roll: +6, range 30/120 ft. Hit: The target suffers one effect of the harmacist's choice.
- Red Dart. The target gains advantage on all melee attack rolls and attack rolls against it have advantage until the end of the pharmacist's next turn.
- Blue Dart. The target becomes immune to the Frightened and Charmed conditions for the next minute.
- Black Dart. The target takes 9 (2d8) poison and 11 (2d10) necrotic damage.
- Purple Dart (Recharge 5-6). If the target dies in the next minute, it explodes. Each creature within 20 ft. of it must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) poison and 14 (4d6) fire damage, or half as much on a success.
Pyroclastic Oil. The harmacist smears a volatile grease on the weapon of one creature within 5 ft., which then ignites. For the next minute, melee attacks made with the weapon deal an additional 5(1d10) fire damage.
Experimental Tincture (once each). The harmacist throws a vial at a point within 30 feet, and one of the below effects happens.
- Tanglefoot Tin. A 10-foot radius area is covered in a quick-drying glue that lasts 1 day. The area becomes difficult terrain, and creatures within the initial radius must make a DC 14 Strength saving throw or be Restrained by the glue. (Creatures can break free in the same way they break a Net, except using bludgeoning damage instead of slashing.)
- Painkiller. One creature gains 18 (4d8) temporary hit points.
- Combat Stimulant. One creature gains the effects of the spell Barkskin or Enlarge/Reduce, except without concentration, for 1 minute.
Dirty Bomb (1/day). Trigger: The harmacist is hit by a melee attack roll while holding a weapon. Response: The harmacist creates a 5 foot radius immobile cloud centered on their space that lasts 1 minute. Anyone who begins their turn in that cloud or enters it during their turn (including when this triggers) must make a DC 14 Constitution saving throw or be Poisoned until the end of their next turn. The area of the cloud is heavily obscured.
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