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<title>Alchemist</title>
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<body>
<h1>Alchemist</h1>
<p><em>Small</em> <em>Humanoid</em> <em>Lawful Neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (studded leather)</li>
<li><strong>Hit Points:</strong> 44 (8d6 + 16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 244</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>7 (-2)</td>
<td>16 (+3)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
<td>9 (-1)</td>
<td>8 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +5</li>
<li><strong>Skills:</strong> Arcana +5, Medicine +3</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 9</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Apothecary:</strong> 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.</li>
<li><strong>Pack Tactics:</strong> 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.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The kobold makes two Alchemical Dagger or Alchemical Bolt attacks.</li>
<li><strong>Alchemical Dagger:</strong> 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.</li>
<li><strong>Alchemical Bolt:</strong> Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) damage of the type determined by Apothecary.</li>
<li><strong>Alchemical Vapors (Recharge 6):</strong> 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.</li>
<li><strong>Explosive Flask (Recharge 5-6):</strong> 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.</li>
</ul>
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