Dwarf Alchemist (5e Creature)

Dwarf Alchemist

Medium humanoid (dwarf), any alignment


Armor Class 15 (breastplate)
Hit Points 44 (8d8 + 8)
Speed 25 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Challenge 1 (200 XP)


Dwarven Resilience. The dwarf has advantage on saving throws against poison.

ACTIONS

Multiattack. The dwarf makes two melee attacks with its warhammer or two ranged attacks with its light hammers.

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used in two hands.

Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.


Dwarf alchemists are dwarves that practice the art of alchemy. Most can be found in secluded laboratories, but some venture far from their homes, typically in search of a rare alchemical ingredient.


Back to Main Page 5e Homebrew 5e Creatures

gollark: Food.Food.More food.
gollark: In very small quantities.
gollark: If it can't really avoid that, it's its fault.
gollark: `If I add thermal transport, everyone will use those and nothing else` doesn't make sense given you adding EIO.
gollark: Its item transport overshadows all else.
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