Medium or Small Humanoid, Neutral
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.

Habitat: Any

boomanu

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