Master Alchemist

Medium humanoid (any race), neutral evil

Armor Class

11 (14 with mage armor)

Hit Points

55 (10d8 + 10)

Speed

30 ft.

Skills

Arcana +8, Nature +8, Medicine +5

Languages

Common and three others

Challenge

7

Brew

Given a week and the right ingredients, the master alchemist can brew any potion, but he sells it for double the price.

Homunculus Familiar

The master alchemist has a homunculus familiar at his side.

Magic Resistance

The master alchemist has advantage on saving throws against spells and other magical effects.

Spellcasting

The master alchemist is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can cast the following spells • Cantrips (at will): acid splash, blade ward, detect magic, poison spray, prestidigitation • 1st level spells (4 slots): find familiar, fog cloud, mage armor, purify food and drink • 2nd level spells (3 slots): darkness, enlarge/reduce, locate object • 3rd level spells (3 slots): dispel magic, glyph of warding, stinking cloud • 4th level spells (3 slots): arcane eye, fabricate, polymorph • 5th level spells (2 slots): legend lore, mislead • 6th level spells (1 slot): magic jar

Actions

Dagger

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 9 (2d8) poison damage.

Lob Acid Flask (4/Day)

Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) bludgeoning damage plus 14 (4d6) acid damage.