Apothecary's Cabinet

Level 6
Creature· constructRareLargeRemaster
AC
24
HP
80
Speed
15 ft.
Perception
+11
Fort
+17
Ref
+11
Will
+11
Senses darkvision
Skills athletics +15
Recall Knowledge DC 27 (arcana)

Attacks

Melee Drawer +17 (magical), Damage 2d8+9 bludgeoning
Melee Poison Bottle +14 (magical, thrown 20 ft.), Damage 2d6+3 bludgeoning

Abilities

Construct Armor (Hardness 10)interaction

Like normal objects, an apothecary's cabinet has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an apothecary's cabinet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20.

Poison Stock

When the cabinet hits a creature with its poison bottle Strike, roll to determine what kind of poison splashes onto the struck creature:

  • nerve poison (Clumsy 1)
  • weakening poison (Enfeebled 1)
  • noxious poison (Sickened 1)
  • clouded mind poison (Stupefied 1).

The target must attempt a DC 24 fortitude save.


Critical Success The creature is unaffected.

Success The creature takes 1d6 poison.

Failure The creature takes 2d6 poison and is afflicted with the rolled