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 DEX Save or 8d6 in Burst 3
- 2 Poisoned, Slowed, Smoldering (escape with STR Save)
- 3 Dazed (escape with STR Save)
- 4 Attack for 4d12
- 5 WIL save for 3d12 psychic in Burst 2
- 6 Attack for 2d12
- 7 Speed -1 for 1 minute
- 8 Armor -1 for 1 minute
- 9 Armor -3, Speed -2 for 1 minute
- 10 Dazed for 1 turn
- 11 Poisoned (escape with STR Save)
- 12 Attack for 1d12, on hit: Poisoned for 1 turn
- 13 Attack for 4d3, on crit: Poisoned for 1 minute
- 14 Armor -5 for 1 minute
- 15 Armor set to 0 for 1 minute (escape with STR Save)
- 16 Spawn 4 Hallucination minions (1d4)
- 17 Spawn 8 Hallucination minions (1d4) with Dazed for 1 turn.
- 18 Armor +1 until Safe Rest
- 19 Heal 2d4+4.
- 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.1d4+1.
On hit: Poisoned for 1 turn.
Remember kids, chemical warfare is a war crime!