It wasn’t unusual for no one to see Devlin the Mad for months at a time. The old hermit tended to keep to himself and if his garden did well or his traps got lucky, he might not come into town at all before winter. When the thaw came and there was still no sign of him, Mayor Sigil asked Maeskin to check in on him. Maeskin hasn’t come back either.
Unexpected Reaction. Alchemists work with some nasty substances, both magical and mundane, and between skin contact here and there and the ever present fumes, their bodies are constantly exposed to harmful conditions. When all of this builds up in the body and something reacts, either with each other or with the alchemist’s biology, he finally succumbs and becomes something else.
Flesh to Ooze. The reaction melts away bone and muscle, leaving the alchemist a mound of amorphous blubber and goo capable of surprisingly swift oozing locomotion and attack. The exposed, rotting biology reeks of death and chemical fumes.
Large undead, chaotic evil
Armor Class: 10
Hit Points: 184 (16d10+96)
Speed: 25 ft.
|18 (+4)||10 (+0)||22 (+6)||18 (+4)||8 (-1)||7 (-2)|
Saving Throws: Int +7
Skills: Arcana +7, Perception +2
Damage Resistances: acid, piercing
Damage Immunities: poison
Condition Immunities: poisoned, prone
Senses: tremorsense 20 ft., darkvision 60 ft., passive Perception 12
Languages: understands the languages it knew in life but can’t speak
Challenge: 8 (3,900 XP)
Amorphous. The toxfel alchemist can move through a space as narrow as 1 foot wide without squeezing.
Quickfat. When the toxfel is struck with a melee attack, the weapon sinks deep into the toxfel’s blubber and requires spending an action to make a DC 15 Strength check to remove. After the first failure, this check is at disadvantage and if failed again the creature is also partially sucked in as in the toxfel’s slam attack. If the weapon is released, it sinks all the way into the toxfel and is lost.
Stench. Any creature that starts its turn within 5 feet of the toxfel alchemist must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of the toxfel for 1 hour.
Multiattack. The toxfel alchemist makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage and 7 (2d6) acid damage. The target partially sinks into the toxfel alchemist’s body and becomes restrained and takes 7 (2d6) acid damage at the start of each of the toxfel’s turns. A stuck creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the toxfel alchemist. On a failure, it sinks further. The creature can’t breathe, is blinded, and has total cover against attacks and other effects outside the toxfel alchemist. Future checks to escape are made at disadvantage.
Toxic Cloud (Recharge 6). The toxfel alchemist emits a cloud of noxious fumes. Each creature within 15 feet must succeed on a DC 17 Constitution saving throw, taking 17 (4d8) poison damage and being blinded on a failed save and half as much damage on a successful one.