Alchemical Warrior (5e Creature)

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Alchemical Warrior

Medium humanoid (any race), any non-lawful alignment


Armor Class 16 (breastplate)
Hit Points 68 (8d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 19 (+4) 9 (-1) 13 (+1) 9 (-1)

Damage Resistances acid, poison
Senses darkvision 60 ft., passive Perception 11
Languages any one language (usually common)
Challenge 4 (1,100 XP)


Aberrant Nature. The alchemical warrior's creature type is both aberration and humanoid.

Brute. A melee weapon deals one extra die of its damage when the alchemical warrior hits with it (included in the attack).

Hardy. The alchemical warrior has advantage on saving throws against being poisoned.

ACTIONS

Multiattack. The alchemical warrior makes two flail attacks.

Acid Bomb. As an action, the alchemical warrior can throw an acid bomb at a point up to 60 feet away. Each creature within 5 feet of the exploding bomb must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.

Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Recovery (Recharges after a Short or Long Rest). The alchemical warrior regains 2d10 + 4 hit points, and ends one effect on it causing it to be blinded, charmed, deafened, frightened, or poisoned.


[[File:|thumb|600px|]]

A crazed warrior, doped up on mutating chemicals and equipped with alchemical devices.


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