Alchemical Warrior (5e Creature)

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Alchemical Warrior[edit]

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)

Proficiency Bonus +2
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 warrior's creature type is both aberration and humanoid.

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

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

ACTIONS

Multiattack. The warrior makes two flail attacks.

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

Acid Bomb (Recharge 6). The warrior throws an acid bomb at a point it can see within 60 feet of it. Each creature in a 5-foot-radius sphere centered on that point 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.

Recovery (Recharges after a Short or Long Rest). The 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. An alchemical warrior enters a berserker rage and fights without care for injuries.

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