Medium Or Small Humanoid, Neutral
Armor Class 15 Mage Armor
Hit Points 76 (17d8)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
10 (+0)
INT
16 (+3)
WIS
10 (+0)
CHA
14 (+2)
Skills Medicine +6
Damage Resistances Acid, Poison
Senses Passive Perception 11
Languages Common plus one other language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

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.
Bonus Actions

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.
Reactions

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.

Habitat: Any

i_tyrant

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