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.

medium
humanoid
cr3
nerzugals-extended-bestiary