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Alchemist

Small · Humanoid · CR 2 · Lawful Neutral

Armor Class
15 (studded leather)
Hit Points and Hit Dice
44 (8d6 + 16)
Challenge Rating CR
2

Ability Scores

Core attributes and their modifiers.

STR
7
-2
DEX
16
+3
CON
15
+2
INT
16
+3
WIS
9
-1
CHA
8
-1

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Lawful Neutral
XP 450
Initiative Bonus +3

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

Darkvision 60 ft (18.3 m)
Passive Perception 9

Saving Throws

Dexterity +5

Skills

Arcana +5 Medicine +3

Languages

Common, Draconic

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
poisoned

Traits

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

Alchemical Bolt

+5 to hit, range 60 ft (18.3 m). Hit: 2d6+3 damage.

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary.

Alchemical Dagger

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 plus 1d6 piercing damage.

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 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.

Multiattack

The kobold makes two Alchemical Dagger or Alchemical Bolt attacks.

About Alchemist

Alchemist is a small humanoid with a Challenge Rating of 2. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 44 hit points (derived from 8d6 + 16).

Alchemist has communication capabilities including Common, Draconic. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Alchemist

1 tips available

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

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Alchemist

1 strategies available

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

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 2.

Solo Encounter:

A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 600 XP
  • Hard: 900 XP
  • Deadly: 1,200 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 Alchemist?
Alchemist has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
What type of creature is Alchemist?
Alchemist is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Alchemist speak?
Alchemist can communicate in Common, Draconic.

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