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Master Alchemist

Medium · Humanoid · CR 7 · Chaotic Evil

Source. Black Flag SRD
Armor Class
16 (studded leather)
Hit Points and Hit Dice
152
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
18
+4
CON
22
+6
INT
24
+7
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 2900
Initiative Bonus +4

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 11

Saving Throws

Strength +0 Dexterity +4 Constitution +6 Intelligence +7 Wisdom +1 Charisma +2

Languages

any two languages

Traits

Tools of the Trade

The master alchemist is proficient with alchemist's supplies and doubles its proficiency bonus for any ability check it makes with alchemist's supplies.

Actions

Explosive Flask

Recharge 5–6

The master alchemist throws an explosive flask at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Hasty Concoction

+7 to hit, reach 5 ft (1.5 m). Hit: 3d8+4 poison damage.

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (3d8+4) acid, cold, fire, or poison damage (the alchemist's choice). The concoction then causes one of the following effects of the master alchemist's choice.
- Disorienting Vapors. Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.
- Poisonous Cloud. An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the master alchemist's next turn.
- Slick Floor. A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the master alchemist's next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone. When the master alchemist makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage.

Healing Unguent

3/day

The master alchemist rubs a greasy unguent on a creature's wounds. The target regains 14 (4d6) HP.

Multiattack

The master alchemist makes three Hasty Concoction attacks.

Bonus Actions

Protective Draught

Recharge 4–6

The master alchemist drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the master alchemist's choice) until the end of its next turn.

About Master Alchemist

Master Alchemist is a medium humanoid with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 152 hit points (derived from None).

Master Alchemist has communication capabilities including any two languages. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Master Alchemist

2 tips available

When using Master Alchemist in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Master Alchemist

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Master Alchemist?
Master Alchemist has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Master Alchemist?
Master Alchemist is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Master Alchemist speak?
Master Alchemist can communicate in any two languages.

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