Medium Humanoid (Drow), Lawful Evil
AC 15    Initiative +3 (13)
HP 84 (13d8 + 26)
Speed
Mod Save
STR 10 +0 +0
DEX 16 +3 +6
CON 14 +2 +5
Mod Save
INT 18 +4 +7
WIS 12 +1 +1
CHA 13 +1 +1
Resistances Fire, Poison
Immunities Poisoned
Gear 6 alchemical flasks, Concussive Powder Bomb
Senses Passive Perception 14
Languages None
CR 5 (XP 1,800; PB +3)
Traits

CR: 5 | XP: 1,800
Armor Class: 15 (Alchemist’s leathers)
Hit Points: 84 (13d8 + 26)
Speed: 30 ft.

Sunlight Sensitivity.
While in sunlight, Alira has disadvantage on attack rolls and Perception checks relying on sight.

 

 

Actions

Elemental Bombardier (Recharge 5–6). Alira throws a volatile flask at a point she can see within 60 feet. All creatures in a 15-foot-radius sphere must make a DC 15 Dexterity saving throw, taking 5d6 damage of a type she chooses (fire, cold, acid, or poison) on a fail, or half on a success.

Alchemical Flasks (Ranged Weapon Attack):
+6 to hit, range 30/60 ft., one target.
On hit, target takes 3d6 elemental damage (choose fire, poison, or cold), and must make a DC 14 Constitution saving throw or suffer an additional effect:

  • Fire: Target catches fire, taking 1d6 fire damage at the start of its turn (can end with an action).

  • Poison: Target is poisoned until the end of its next turn.

  • Cold: Target’s speed is reduced by 10 ft. until the end of its next turn.

Concussive Powder Bomb (1/day).
Alira throws a blinding powder bomb. All creatures in a 20-foot cone must succeed on a DC 14 Constitution saving throw or be blinded and deafened until the end of their next turn.

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Master of Mixtures: Alira can use a bonus action to mix or throw a vial from her satchel. She has 6 vials per combat (recharges after a long rest).

Cunning Action.
She can Dash, Disengage, or Hide as a bonus action.

Reactions

Defensive Vial. When Alira is hit by a melee attack, she can expend a vial to release a poisonous cloud (10 ft. radius). The attacker must make a DC 14 Constitution saving throw or be poisoned until the end of their next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Her skin is the soft gray-lavender typical of her drow heritage, but faint chemical burns and splashes of alchemical residue discolor parts of her arms and neck in blotches of green and bronze. Short, choppy white hair is tucked messily under a leather hood lined with reinforced goggles—one lens cracked and stained from repeated use.

Her eyes glow with an eerie violet hue, often magnified behind her goggles, and dance with both brilliance and madness. A stylized tattoo of an open flame and smoke wrap around her collarbone 

She wears a patchwork alchemist’s coat—blackened from flame, stained with reagents, and bristling with potion vials, pouches, and miniature tools. Every belt, strap, and pocket has a purpose. Her gauntlets are reinforced with thin plates of cold iron and etched with abyssal sigils, likely added in a moment of inspired paranoia.

Alira moves with jittery precision—like a mind constantly ticking through formulae and angles. Even when calm, her fingers twitch toward vials or flasks, always ready to unleash something volatile.

Her voice carries a hint of arrogance, the lilt of someone who believes knowledge is the real power—and she knows more than you.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

Melissathefair

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