Skeletal Alchemists

Everything presented is subject to change as the adventuring party discovers hidden secrets.

Basic Information

Anatomy

A skeletal alchemist has the same skeletal system as it did in life.

Genetics and Reproduction

A necromancer or other sinister patron intentionally creates a skeletal alchemist from the remains of an alchemist in order to advance their alchemical studies.

Ecology and Habitats

Usually found in dark, decrepit laboratories, falling dormant for long periods of time often.

Dietary Needs and Habits

A skeletal alchemist doesn’t require air, food, drink, or sleep.

Additional Information

Average Intelligence

A skeletal alchemist retains just enough intelligence to work on their alchemical projects.

Perception and Sensory Capabilities

In any nonmagical darkness out to 60 ft., the specter can see, though unable to discern color in darkness, only shades of gray.
Genetic Ancestor(s)
Scientific Name
Kingdom: Mortisanimus
Phylum: Necrozoa
Class: Alchymicus
Order: Experigens
Family: Osseidae
Genus: Alchemicus
Species: Homunculus
This creature follows harvesting rules. Creature specific harvesting can be found here.

Ghosts of Saltmarsh

Skeletal Alchemist CR: 1/2

Medium undead, lawful evil
Armor Class: 11
Hit Points: 32 5d8+10
Speed: 30 ft

STR

9 -1

DEX

13 +1

CON

15 +2

INT

14 +2

WIS

10 +0

CHA

9 -1

Skills: Arcana +4
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands all languages it knew in life but can’t speak
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Magic Resistance. The skeletal alchemist has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The skeletal alchemist makes two Lob Acid attacks.   Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 1d6+1 slashing damage.   Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 1d8+1 acid damage.

This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory, often falling dormant for long periods of time.

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