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View Full Version : D&D 5e/Next [PEACH] Alchemist NPC Stat Block



Wryte
2018-02-13, 08:17 PM
Alchemist
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
PROF


10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:

4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)

Actions
Multiattack. The alchemist makes two weapon attacks, only one of which can be to throw a concoction.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:

Potent Acid. Hit: 10 (3d6) acid damage.
Potent Alchemist's Fire. Hit: 5 (2d4) 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 DC 12 Dexterity check to extinguish the flames.


Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.

d10

1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed



Alchemist
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
PROF


10 (+0)
14 (+2)
11 (+0)
15 (+2)
13 (+1)
11 (+0)
+2
Saving Throws Con +2
Skills Arcana +4, Medicine +3, Nature +4
Damage Resistances poison
Senses passive Perception 11
Languages any two languages (usually Common)
Challenge 2 (450 XP)
Chug. The alchemist can drink a potion they are carrying as a bonus action.
Poison Tolerance. The alchemist has advantage on saving throws against poison.
Potions. The alchemist is carrying the following potions:

4 (1d4 + 2) Potent Acid Vials
2 (1d4) Potent Alchemist's Fire
2 (1d4) Potions of Healing
1 random potion (see Special Potion sidebar)

Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take an additional 2 (1d4) poison damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) piercing damage.
Throw Concoction. Ranged Weapon Attack: +4 to hit, range 5/20 ft., or 30/120 ft. if thrown with a sling, one target. The alchemist chooses one of the following concoctions to throw, provided he has any left:

Potent Acid. Hit: 7 (2d6) acid damage.
PAlchemist's Fire. 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 DC 10 Dexterity check to extinguish the flames.


Special Potion
The alchemist carries one of the following options (roll a d10 or choose one). If the alchemist uses their special potion, they can brew another over the course of a long rest.

d10

1-2: Potion of fire breath
3-4: Potion of growth
5-6: Potion of heroism
7: Potion of hill giant strength
8: Potion of invisibility
9: Potion of invulnerability
10: Potion of speed

JNAProductions
2018-02-13, 08:42 PM
I feel way too lazy to actually check the CR by the book, but gut feeling? Might be a little low on both offense and defense. That being said, that's just a matter of tweaking numbers. The concept is fine.

Wryte
2018-02-13, 09:05 PM
Whoop, you're right, I made a mistake in CR calculation and added all 3 rounds' damage together when looking at the damage/round column for some reason. XD

As written here, this is a CR 1/2 that might bump up to CR 1 by virtue of the special potion. I'll probably up the acid and fire damages a bit, call them Potent Acid and Potent Alchemist's Fire, or something. Let's say... 10 (3d6) for the acid and 5 (2d4) for the fire... that gets to 15 d/r if they burn a target on the first turn and it keeps burning while they throw acid on subsequent turns... that just barely brings offensive CR up to 2. Let's give them a 2-attack multi, caveating that only one attack can be Throw Concoction, which will put them most consistently in CR 2 offensively. Let's also tweak the Alchemist's Fire and dagger poison DCs up to 12. Defensive CR is still 1/2, which would average them to 1.25, but we'll round up to 2 based on the potential of the special potion.

breenaberenbage
2018-06-24, 06:33 PM
Im very new to Dungeons and Dragons, and I don't quite understand you damage notation. Under the davger attack you have, "Hit: 4 (1d4 + 2) piercing damage. " What does the 4 before the parentheses mean? Does that mean the alchemist has 4 daggers, multiple the damage dice by 4, roll 4d4, or something else entirely?
I appreciate the help as well as the npc template!

Blackbando
2018-06-24, 07:44 PM
Im very new to Dungeons and Dragons, and I don't quite understand you damage notation. Under the davger attack you have, "Hit: 4 (1d4 + 2) piercing damage. " What does the 4 before the parentheses mean? Does that mean the alchemist has 4 daggers, multiple the damage dice by 4, roll 4d4, or something else entirely?
I appreciate the help as well as the npc template!

4 average damage, as 1d4+2 averages to 4.5 (2.5 + 2), rounded down.