Was looking forward to using his dart gun… my sneaker players used telekineses to disarm him! As the prominent drug lord of Starfall my players made many “Breaking Bad” references.
Armour Class 17 (studded leather)
Hit Points 168 (13d8+106)
Speed 30 ft.
STR 8 (-2) DEX 20 (+5) CON 20 (+5)
INT 19 (+4) WIS 10 (+0) CHA 8 (-2)
Saving Throws Dex +7, lnt +5
Skills Acrobatics +7, Deception +4, Perception +4, Stealth + 11
Damage Resistances poison, sleep
Senses passive Perception 14
Languages Gothic, Common, Hallit, Infernal, Orc
Challenge 12 (8,400 XP)
Alchemical Preparation. The Doctor always has the following alchemical effects active – false life, mutagen and freedom of movement. The mutagen’s affect is included in The Doctor’s ability statistics.
Multiattack. The Doctor makes two attacks – either with his dart gun or dagger. In addition he makes a Bomb attack when available.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Dart Gun. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target.
Hit: 9 (1d8 + 5) piercing damage, and the target is exposed to a random
Numerian fluid. The target must make a DC 20 Constitution saving throw, gaining +1d4 bonus to Wisdom saving throws until the next short or long rest. In addition they must roll on the Numerian Fluid Side Effect table. After the next rest (short or long) the character suffers disadvantage on Wisdom and Intelligence based saving throws and skills until the next long rest.
Bomb (Natural Odd Number). The Doctor throws a bomb that explodes in a blast of fire, cold or force in a 30-foot sphere. Determine the damage type randomly or select. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (14d6) of the selected damage type on a failed save, or half as much damage on a successful one. A force bomb also knocks targets prone on a failed save.
Combat Gear potions of cure light wounds (2), potions of cure serious wounds (2), potion of invisibility, acid (4), alchemist’s fire (4), drow sleep poison (4), Numerian fluids (10), zortaphen (2); Other Gear +3 studded leather, dart gun, mwk dagger, amulet of natural armor +1, handy haversack, ring of protection +1, key to safe, mark I thoracic nanite chamber, diamond dust worth 2,000 gp