Blood Alchemist (5e Creature)

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Blood Alchemist[edit]

Medium undead, any evil alignment


Armor Class 14 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2)

Saving Throws Con +6, Int +6
Skills Arcana +6, Medicine +4, Stealth +6
Tools Alchemist's supplies
Proficiency Bonus +3
Damage Resistances cold, fire, lightning, necrotic
Damage Immunities acid, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 5 (1,800 XP)


Acid Absorption. Whenever the alchemist is subjected to acid damage, it takes no damage and instead gains a number of hit points equal to the acid damage dealt.

ACTIONS

Multiattack. The alchemist makes two attacks with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 7 (2d6) acid damage. The alchemist regains hit points equal to the acid damage dealt.

Alchemic Elixir (Recharge 5-6). The alchemist uses one of the following alchemic elixirs:

Acid Elixir. The alchemist launches a jet of acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.
Flame Elixir. The alchemist launches a jet of burning liquid at a creature it can see within 15 feet of it. The target must make a DC 14 Dexterity saving throw. On a failed save, the target takes 9 (2d8) fire damage and is ignited for 1 minute. On a successful save, the target takes half as much damage and isn't ignited. An ignited creature takes 9 (2d8) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Healing Elixir. The alchemist launches a jet of healing liquid at a creature it can see within 15 feet of it. The target regains 10 (3d6) hit points.


When death calls, some alchemists consider their experiments too important to be stalled, so they become blood alchemists by drinking an elixir of immortality created through vile means. A blood alchemist's body is swollen with alchemic fluids, while its own blood has turned to acid. By carefully mixing these chemicals inside their bodies, they can create many concoctions with varied effects.
Blood alchemists improve their bodies with a variety of bizarre implements, such as syringe claws and darkened lenses over their eyes to protect them from bright light. They have thin sheets of metal under their skin for protection. Typically, the essentials of such modifications are made before becoming a blood alchemist, though the most extensive changes can only be done as an undead.

Undying Elixir. Each blood alchemist is animated by a necromantic concoction made from the blood of many different sentient beings refined through a variety of arcane processes until all that remains is a solid crystal no larger than an adult human's fist. Once the crystal is dissolved into a mixture of acid and rare alchemic components, the elixir is complete and will transform the one who drinks it into an undead. A blood alchemist must consume this mixture at least once per month to maintain its undead existence. When that time draws near, the alchemist becomes erratic. In this state, the alchemist can only think of creating the elixir and will do whatever it takes to do so.

Undead Nature. A blood alchemist doesn't require air, food, drink, or sleep.

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