AC
16
Initiative
+2 (12)
HP
82
(11d8 + 33)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 10 | +0 | +0 |
| CHA | 11 | +0 | +2 |
Gear
Thich tough hide, Distilled injector bolt, Combustive Flask Hammer.
Senses
Passive Perception 10
Languages
Common plus one other language
CR
4 (XP 1,100; PB +2)
Traits
Pack Tactics. The alchemist has Advantage on an attack roll against a creature if at least one of the alchemist’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Multiattack. The tough makes two attacks, using the Combustive Flask hammer or Distilled Injector Bolt in any combination.
Combustive Flask Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) fire damage. If the target is a Large or smaller creature, the alchemist blasts the target 10 feet straight away from itself, knocking them prone.
Dstilled Injector Bolt : Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Poison damage.
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