Tonic Merchant
Level 3Creature· humanMediumRemaster
AC
17
HP
50
Speed
25 ft.
Perception
+6
Fort
+10
Ref
+9
Will
+8
Languages common
Skills crafting +11, medicine +10, diplomacy +9, society +9
Recall Knowledge DC 18 (society)
Attacks
Melee Acid Flask (Moderate) +10 (splash, thrown 30 ft.), Damage 2d6 acid plus 2 acid
Melee Dagger +10 (agile, finesse, versatile-s), Damage 1d4+4 piercing
Melee Dagger +10 (agile, thrown 10 ft., versatile-s), Damage 1d4+4 piercing
Melee Fist +10 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Abilities
Healing Bomb◆◆interaction
The tonic merchant quickly crafts a Antidote (Lesser), Antiplague (Lesser), or Elixir of Life (Minor) and lobs it at a willing or Unconscious ally within 30 feet. The elixir affects the ally as though they imbibed it.
The tonic merchant can use the rarest materials in their toolkit to improve the item to a Antidote (Moderate), Antiplague (Moderate), or Elixir of Life (Lesser). Afterward, they must spend 10 minutes gathering new ingredients before they can do so again.
This alchemist sells healing potables, but might offer their services without a fee to those truly in need.
The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.