Alchemist
Small Humanoid Lawful Neutral
- Armor Class: 15 (studded leather)
- Hit Points: 44 (8d6 + 16)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: Tome of Beasts 2023, page 244
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 7 (-2) |
16 (+3) |
15 (+2) |
16 (+3) |
9 (-1) |
8 (-1) |
- Saving Throws: Dex +5
- Skills: Arcana +5, Medicine +3
- Damage Vulnerabilities: False
- Damage Immunities: poison
- Damage Resistances: False
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Common, Draconic
Special Abilities
- Apothecary: At the start of each of the kobold alchemist's turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn.
- Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The kobold makes two Alchemical Dagger or Alchemical Bolt attacks.
- Alchemical Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary.
- Alchemical Bolt: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary.
- Alchemical Vapors (Recharge 6): The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute.
- Explosive Flask (Recharge 5-6): The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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