Alchemists

Creatures that use the Alchemist Table! Which is right here!

The average DPR of a roll on the alchemist Table is 4.425, but the few damaging options tend to do high amounts of damage (20+), so this is misleading. The higher damaging options are lower on the table, so for enemies below 25 recommended dpr, roll a d10+10 on the table.

Alchemist Table: All saves are DC 12.

  1. 1 DEX Save or 8d6 in Burst 3
  2. 2 Poisoned, Slowed, Smoldering (escape with STR Save)
  3. 3 Dazed (escape with STR Save)
  4. 4 Attack for 4d12
  5. 5 WIL save for 3d12 psychic in Burst 2
  6. 6 Attack for 2d12
  7. 7 Speed -1 for 1 minute
  8. 8 Armor -1 for 1 minute
  9. 9 Armor -3, Speed -2 for 1 minute
  10. 10 Dazed for 1 turn
  11. 11 Poisoned (escape with STR Save)
  12. 12 Attack for 1d12, on hit: Poisoned for 1 turn
  13. 13 Attack for 4d3, on crit: Poisoned for 1 minute
  14. 14 Armor -5 for 1 minute
  15. 15 Armor set to 0 for 1 minute (escape with STR Save)
  16. 16 Spawn 4 Hallucination minions (1d4)
  17. 17 Spawn 8 Hallucination minions (1d4) with Dazed for 1 turn.
  18. 18 Armor +1 until Safe Rest
  19. 19 Heal 2d4+4.
  20. 20 Permanently increases maximum HP by 1.
Lvl 2 small - Controller
34
Noooooo! (1 time).

When an ally within Reach: 2 dies, you may attack.

Choose one.
  • Chemical Trap.

    Lay a trap within Reach: 1. Roll 1d6+10 on the Alchemist Table when a hero enters the square of the trap.

  • Stab..

    On hit: Poisoned for 1 turn.

Remember kids, chemical warfare is a war crime!