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Cosmopolitan Alchemist

Size
Medium
Type
Humanoid
Challenge Rating
6
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
14
Speeds
30
Walking Speed
30
Strength Score
11
Dexterity Score
16
Constitution Score
14
Intelligence Score
19
Wisdom Score
14
Charisma Score
13
Saving Throws
Dexterity, Constitution, Wisdom
Skill Proficiencies
Arcana, Investigation, Nature, Perception, Insight, Sleight of Hand
Languages Ref
any four
Hit Points
91
Resistances
Resistant to Fire Damage, Resistant to Poison Damage

Medium humanoid


Armor Class 14

Hit Points 91 (14d8+28)

Speed 30 ft.


STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
14 (+2)
CHA
13 (+1)

Saving Throws Dex +6, Con +5, Wis +5

Skills Arcana +7, Insight +5, Investigation +7, Nature +7, Perception +5, Sleight +0

Damage Resistances fire, poison

Senses passive Perception 15

Languages any four

Challenge 6 (2,300 XP)

Alchemy Schooling. The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies.

Crafting. So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity.

Potion Crafter. The alchemist has the following potions on hand:

Potion of Climbing. For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb.

Potion of Greater Healing (3). Restores 14 (4d4 + 4) hit points.

Potion of Superior Healing. Restores 28 (8d4 + 8) hit points.

Potion of Water Breathing. For 1 hour, the drinker can breathe underwater.

Actions

Multiattack. The alchemist attacks twice with their dagger.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.

Bomb (3/Day). The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success.

Bonus Actions

Alter Bomb. The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder.

Potion. The alchemist drinks or administers a potion.

Reactions

Desperate Drink (1/Day. When the alchemist is dealt damage, they drink a potion.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.