Reckless Akitonian Scientist

Level 6
Creature· evilUncommonMediumLegacy
AC
23
HP
92
Speed
25 ft.
Perception
+10
Fort
+17
Ref
+14
Will
+10
Resistances poison 5
Languages akitonian
Skills crafting +17, acrobatics +12, stealth +12, medicine +10, deception +9
Recall Knowledge DC 24 (society)

Attacks

Melee Sickle +17 (agile, finesse, magical, trip), Damage 1d4 + 7 slashing
Melee Acid Flask (Moderate) +16 (bomb, consumable, infused, splash), Damage 1 acid plus 2d6 acid plus 2 acid
Melee Alchemist's Fire (Moderate) +16 (bomb, consumable, infused, splash), Damage 2d8 fire plus 2 fire plus 2 fire
Melee Frost Vial (Moderate) +16 (bomb, consumable, infused, splash), Damage 2d6 cold plus 2 cold

Abilities

Infused Itemsinteraction

A reckless scientist carries the following infused items: 2 Acid Flask (Moderate), 2 Alchemist's Fire (Moderate), 1 Bomber's Eye Elixir (Lesser), 3 Elixir of Life (Lesser), and 2 Frost Vial (Moderate). These items last for 24 hours, or until the next time the scientist makes their daily preparations.

+1 to All Saves vs. Poison
Unstable Compounds

When an attacker scores a critical hit against the reckless scientist, one of the scientist's poorly stowed alchemical items bursts. The GM determines the item randomly. If it was a bomb, the scientist takes damage from the bomb, and any creature adjacent to the scientist takes the splash damage. Any other item is simply wasted.

Quick Bomber

The reckless scientist Interacts to draw a bomb, then Strikes with it.

Reckless Alchemy

Requirements The reckless scientist is holding a bomb or elixir


Effect The reckless scientist combines the bomb with another bomb or the elixir with another elixir. They can Interact to draw a second bomb or elixir if necessary as part of this action. They attempt a DC 28 crafting check, destroying both component items to create one new item. If a viable resulting item isn't used by the end of the scientist's next turn, it explodes as described under critical failure.


Critical Succ