Medium Humanoid (Tiefling), Chaotic Evil
AC 15 Alchemical Coat    Initiative +2 (12)
HP 109 (17d8 + 34)
Speed 30 ft.
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
Skills Arcana +7, Deception +5, Medicine +7, Perception +11
Resistances Fire
Immunities Poison; Poisoned
Gear Mayhem’s Masterwork Satchel, Soul-Gauge Lens
Senses Darkvision 60ft; Passive Perception 14
Languages Common and any three languages, Infernal Common, Infernal
CR 5 (XP 1,800, or 1,800 in lair; PB +3)
Traits

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

Actions

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

Bonus Actions

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

Reactions

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

Legendary Actions

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.

 

Habitat: Any

liryx

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