| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +6 |
| WIS | 14 | +2 | +4 |
| CHA | 10 | +0 | +0 |
Darkvision. The Alchemical Doctor has Darkvision with a range of 60 feet.
Gnomish Cunning. The Alchemical Doctor has Advantage on Intelligence, Wisdom, and Charisma saving throws.
Intelligent Concoctions. The Alchemical Doctor uses it's Intelligence modifier for it's vial attacks.
Scalpel. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Acid Vial. Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist's Fire. Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful DC 10 Dexterity check to extinguish the flames.
Boom Vial (1/Day). Ranged Weapon Attack: +6 to hit, range 20 ft., any creature within 5 ft of the vial's impact. Hit: 3 (1d6) thunder damage, and any affected creature must make a Constitution Saving Throw against the Alchemist's Spell Save DC or be deafened until the end of their next turn.
Frostsplosion Vial (1/Day). Ranged Weapon Attack: +6 to hit, range 20 ft. Hit: 6 (2d6) Cold damage. Hit or miss, the Frostsplosion Vial deals 1d6 damage to all creatures within 10 feet of the intended target. The ground in a 10 foot radius of the target turns into ice. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition.
Sticky Oil Vial (1/Day). The oil can be thrown on the ground as a Magic action, where it covers a 10-foot square. The Sticky Oil turns the terrain into Difficult Terrain for the next minute. When the Sticky Oil is lit on fire, any creature moving into the oily terrain or starting it's turn there takes 1d6 Fire damage. When lit, the Sticky Oil will only last for 2 rounds before it dissapears.
Spellcasting. The Archemical Doctor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At Will: Acid Splash, Mending, Shocking Grasp
2/Day Each: Animal Friendship, False Life, Ray of Sickness, Shield
1/Day Each: Ray of Enfeeblement, Mirror Image, Gentle Repose
Potion of Healing (2/Day). regain 2d4+2 hit points.
The Alchemical Doctor can cast Shield as a reaction twice per day.
Previous Versions
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12/15/2025 8:35:50 PM
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12/15/2025 9:07:47 PM
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