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Alchemical Apprentices - AI-generated fantasy Monster

Alchemical Apprentices

Most apprentices were recruited from desperate mining families and promised instruction, wages, and a chance to escape dangerous excavation work. Instead, they became disposable labor for the Red Salt Works. They know enough chemistry to be dangerous but not enough to understand why the refined salt reacts strangely with living blood.

MediumHumanoid(Humanoid)CR CR 1 encounter group; each individual apprentice is CR 1/4Neutral

Alchemical Apprentices

alchemistapprenticedungeonhumanoidmine workerred salt workslow-level enemy
AC+4SPDWalk 30 ft.CR1/4 each, typically encountered in groups of 3 to 6ArcanaInvestigationMedicinePerceptionSleight of Hand
STR
10
DEX
14
save
CON
12
INT
14
WIS
10
CHA
11
Alchemical Training. The apprentice has advantage on ability checks made to identify acids, salts, minerals, and alchemical reagents.
Workshop Cover. The apprentice has half cover while within 5 feet of a workbench, crate stack, shelving unit, or similar piece of workshop equipment.
Fume-Hardened. The apprentice has advantage on saving throws against being poisoned by nonmagical substances.
Pickaxe. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Thrown Vial. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 5 () bludgeoning damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Bursting Acid Flask. The apprentice hurls a volatile vial at a point it can see within 30 feet. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 7 () acid damage on a failed save, or half as much damage on a successful one. The apprentice can use this action once, regaining it after finishing a short or long rest.
Neutralizing Splash. When a creature the apprentice can see within 5 feet is targeted by a melee attack, the apprentice splashes a prepared neutralizing compound over the attacker. The attacker must succeed on a Dexterity saving throw or have disadvantage on the attack roll. The compound is expended whether the save succeeds or fails.
Cantrips
Produce FlameConjuration The apprentice creates a small magical flame that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flame can be held or placed on a nearby object.
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