Alchemist (5e Creature)

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Alchemist[edit]

Medium humanoid (any race), any alignment


Armor Class 13 (leather armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 17 (+3) 17 (+3) 11 (+0)

Saving Throws Con +5, Int +6
Skills Arcana +6, Insight +6, Medicine +6, Nature +6
Proficiency Bonus +3
Senses passive Perception 13
Languages any three languages
Challenge 6 (2,300 XP)


Adaptive Eye. If a creature moves 10 feet or less on its turn, the alchemist has advantage on ranged weapon attacks against it.

Brace of Vials. When the alchemist takes damage from a critical hit, one of its vials shatters, causing the alchemist to make one acid vial attack against itself.

ACTIONS

Multiattack. The alchemist can use Healing Potion if it is available. It then uses Acid Vial twice.

Acid Vial. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d6) acid damage. Hit or Miss: Each creature within 5 feet of the target, except for the initial target, must make a DC 14 Dexterity saving throw or take 10 (3d6) acid damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Healing Potion (3/Day). The alchemist tosses a potion of healing into an unoccupied space within 60 feet of it, where it shatters. Each creature within 5 feet of that space that isn't a construct or undead regains 8 (2d4 + 3) hit points.

BONUS ACTIONS

Potion (Recharge 5-6). The alchemist uses one of the below magical potions, administering it to itself or to one willing creature within 5 feet of it that isn't a construct or undead. Once a potion is used, the alchemist can't use it again until it finishes a long rest.

Giant Growth. The creature gains 30 temporary hit points. While it has these hit points, its size increases by one category (Medium to Large, for example), and it has a +3 to all Strength-based attack rolls, ability checks, saving throws, and damage rolls. If a creature lacks the room to increase in size, it instead attains the maximum possible size for the area. Any unexpended temporary hit points are lost after 1 minute.

Panacea. The creature regains 30 hit points and is freed of any conditions causing it to be blinded, deafened, paralyzed, or poisoned.

Haste. The creature speeds up for 1 minute, gaining a +2 to AC, advantage on Dexterity saving throws, and the ability to take the Attack action as a bonus action (one weapon attack only). When the minute ends, the creature can't take actions on its next turn, as a wave of lethargy sweeps over it.


An herbalist. An apothecary. A poisoner. An alchemist is all these and more, a dilettante of all things chemical. Skilled alchemists can create a variety of concoctions, ranging from helpful cures to deadly poisons. And though open combat might not be their forte, their vast array of resources makes them well-suited to the job. Stories are told of them melting entire undead hordes or saving doomed soldiers with well-timed healing potions.
Alchemists tend to run businesses or manage laboratories. Potion sellers are common, using the funds from potions of healing to buy alchemical reagents; just as numerous are the underground, unscrupulous poison dealers. Some alchemists take on a more adventurous life, as the best ingredients are often hidden in mystical dungeons. But there also exist dark alchemists, scientists who test experimental mixtures on unwilling captives.

Tactics. Alchemists shun combat, for each potion used is valuable time and effort lost. As a result, they rarely fight alone, preferring expendable thugs to take and deal blows for them (though they will heal them to prolong their defense). They economically make use of choke points to make the most use of their Acid Vial. If an alchemist's life is threatened, all thought of conserving their materials vanishes; in this case, they drink their Haste potion to throw out acid with greater speed. If they have a powerful, muscle-bound ally, they might use their potion of Giant Growth to turn them into a threatening colossus. Alchemists also flee fights earlier than later, unless their alchemical reagents are at risk.

Variant: Alternate Weapons

Alchemists might use different thrown weapons than the traditional acid vial. These weapons replace the alchemist's Acid Vial; if one of the alchemist's features refers to Acid Vial, it instead refers to the new weapon. These alternate weapons have no effect on the alchemist's challenge rating.

Flask of Fire. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: The target is covered in alchemist's fire. Hit or Miss: Each creature within 5 feet of the target, except the initial target, must make a DC 14 Dexterity saving throw or be covered in alchemist's fire.

A creature covered in alchemist's fire takes 5 (2d4) fire damage at the start of each of its turns. It can use its action to make a DC 10 Strength check to put out the flames, ending the effect on a success.

Bottled Lightning. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: The target takes 13 (3d8) lightning damage. Hit or Miss: Lightning leaps toward the nearest creature within 30 feet of the target. That creature must make a DC 14 Dexterity saving throw or take 13 (3d8) lightning damage.

Frost Gourd. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: The target takes 9 (2d8) cold damage. Hit or Miss: Each creature within 5 feet of the target, except for the initial target, must make a DC 14 Strength saving throw or take 9 (2d8) cold damage.

A creature that takes any of this cold damage has its speed reduced by 10 feet (to a minimum of 0 feet) until the end of its next turn.

Variant: Alternate Potions

For more variety, consider switching out some of the alchemist's potions for the below options. These alternate potions have no effect on the alchemist's challenge rating.

Ironskin. The creature's skin turns tough as iron for 1 minute. During this minute, its AC cannot be lower than 18, and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Mistform. The creature turns into a gaseous, misty form for 10 minutes. While in this form, it has a flying speed of 30 feet and resistance to all damage, and can move through a space as small as 1 inch wide without squeezing; however, it cannot take any actions except for a bonus action to end the effect and return to its normal form.

Courage. The creature enters an emboldened state for 1 minute. While in this state, it is immune to the frightened condition, and whenever it makes an attack roll or a saving throw, it can roll 1d6 and add it to the result.

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