| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +3 |
| DEX | 16 | +3 | +12 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +14 |
| WIS | 12 | +1 | +8 |
| CHA | 14 | +2 | +5 |
Unstable Apothecary: When Barxes uses an alchemical item (attack or utility), roll a [roll]1d4[/roll].
On a 4, the item becomes Overcharged:
Fire item: [roll]1d6[/roll] fire damage
Poison item: Target makes saves at disadvantage
Acid item: Splashes for [roll]1d4[/roll] acid to adjacent creatures
Utility item: Duration extended 1 extra round
Mayhem Alchemical Injector Gauntlet. The apothecary makes two Gauntlet attacks.
Six-Chamber Chemical Cylinder. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 60ft. Hit: 16 (2d10) Burn damage.
Six-Chamber Chemical Cylinder. Melee or Ranged Attack Roll: +6, reach 10ft radius. or range 60ft. Hit: 16 (2d8) Necrotic damage.
Six-Chamber Chemical Cylinder. Melee or Ranged Attack Roll: +6, reach 10ft radius. or range 60ft. Hit: 16 (1d8) Poison damage.
Mayhem’s Needle (Melee Weapon). [roll]1d6[/roll] Piercing [roll]1d6[/roll] Poison. On a failed Con save: speed is reduced by 10 ft for 1 round
Ironblood Draught (1 use)
Bonus Action — self
Barxes drinks a thick metallic potion.
-
Gains [roll]1d10+2[/roll]
-
Advantage on Con saves for 1 minute
Smoke Veil Capsule (1–2 uses)
Reaction, when hit
Creates a 10-ft radius cloud of thick gray smoke.
Barxes gains Heavily Obscured (basically concealment).
Lasts 1 round.
Reaction — Dexterity Saving Throw
Tiefling infernal concoction.
-
Casts Hellish Rebuke once at 2nd level [roll]3d10[/roll] Flames swirl violently with a sickly purple glow
Alchemical Jab.
Make one Mayhem’s Needle attack
Lair and Lair Actions
Lair Action 1 — Alchemical Spill
A rack of unstable vials shakes loose and shatters.
Choose a 10-ft square within 60 ft.
Creatures in the area must succeed a DC 15 Dex save or take [roll]2d6[/roll] acid damage and have their movement reduced by 10 ft until the end of the round.
Lair Action 2 — Ignition Burst
Barxes snaps his fingers, igniting a burner or spilled chemicals.
Choose a point you can see within 30 ft.
Flames erupt in a 15-ft radius.
Creatures must succeed on a DC 15 Dex save or take [roll]2d8[/roll] fire damage.
Half on success.
If Barxes is standing in the fire area, he takes no fire damage due to his resistance.
Lair Action 3 — Smothering Smoke Vent
A hidden vent blasts thick, acrid smoke.
A 20-ft cone fills with smoke.
Creatures in it must make a DC 15 Con save or be Blinded until initiative count 20 next round.
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