Greater Glass-Infused Alchemist
Medium humanoid, chaotic evil
Armor Class
14
Hit Points
65 (10d8 + 20)
Speed
40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities
bludgeoning, thunder
Senses
passive Perception 10
Saving Throws
Dex +6, Int +4
Languages
--
Challenge
3 (700 XP)
Shattering Blast. When the alchemist dies, it explodes in a burst of sharp glass. Each creature within 5 feet of it must make a make a DC 13 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
Reflective Skin. The alchemist has advantage on saving throws against spells and other magical effects.
Vicious Cuts. If the alchemist hits the same target with both slashing strikes on the same round of combat, the target takes an additional 11 (2d10) piercing damage as glass shards cut deeply into flesh.
Actions
Multiattack. The alchemist makes two attacks with its slashing strike
Slashing Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Rain of Glass (Recharge 5-6). The alchemist holds out its hands and unleashes a blast of glass shards in a 15 foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or have as much damage on a successful one.