Construct Alchemist

Medium humanoid, chaotic neutral

Armor Class

16 (natural armor)

Hit Points

136 (16d10 + 48)

Speed

30 ft.

STR

18 (+4)

DEX

10 (+0)

CON

16 (+3)

INT

17 (+3)

WIS

10 (+0)

CHA

15 (+2)

Damage Immunities

poison

Condition Immunities

poisoned

Senses

truesight 30 ft., passive Perception 10

Saving Throws

Str +8, Int +7

Languages

Common

Challenge

7 (2,900 XP)

*Weakened Mind. The alchemist has disadvantage on Charisma, Intelligence, and Wisdom saving throws.

Advanced scanners. The alchemist uses his mechanical eye to take in intricate details of his environment hidden to the human eye. It has truesight out to 30 ft.

Actions

Multiattack. The alchemist makes three attacks: two with its servo-enhanced strike and one with its poison vial.

Servo-Enhanced Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Poison Vial. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: The target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more is poisoned until the end of their next turn.

Poison Canister (Recharge 5-6). The alchemist launches a canister filled with deadly poisonous gas at a point within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a DC 15 Constitution saving throw, taking 38 (7d10) poison damage on a failed save, or half as much damage on a successful one. Creatures that failed the save are also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.

Reactions

Automated Reflexes. The alchemist adds 3 to its AC against one melee attack that would hit it. To use this feature, the alchemist must see the attacker.

Legendary Actions

The alchemist can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The alchemist regains spent legendary actions at the start of its turn.

Strike. The alchemist makes a servo-enhanced strike.

Poison Burst (Costs 2 Actions). The alchemist opens up a side compartment and unleashes a blast of poisonous gas against each creature within 10 feet. Each creature in this area must succeed on a DC 15 Constitution saving throw or take 16 (3d10) poison damage.

Rapid Repair (Costs 3 Actions). The alchemist performs a swift operation on its damaged component and regains 30 hit points.

medium
humanoid
cr7
nerzugals-extended-bestiary