Apothecary's Cabinet

Level 6
Creature· constructRareLargeRemaster
AC 24
HP 80
Speed 15 ft.
Fort +17
Ref +11
Will +11
Perc +11
Size Large
Rare
Senses darkvision
Skills athletics +15
Recall Knowledge arcana DC 27

Attacks

Melee Drawer +17/+12/+7(magical)
Damage: 2d8+9 bludgeoning
Melee Poison Bottle +14/+9/+4(magical, thrown 20 ft.)
Damage: 2d6+3 bludgeoning
Effect: poison stock

Abilities

Construct Armor (Hardness 10)interaction

Like normal objects, an apothecary's cabinet has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an apothecary's cabinet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20.

Poison Stockoffensive

When the cabinet hits a creature with its poison bottle Strike, roll 1d4 to determine what kind of poison splashes onto the struck creature: • nerve poison (Clumsy 1) • weakening poison (Enfeebled 1) • noxious poison (Sickened 1) • clouded mind poison (Stupefied 1). The target must attempt a DC 24 fortitude save. Critical Success The creature is unaffected. Success The creature takes 1d6 poison. Failure The creature takes 2d6 poison and is afflicted with the rolled poison's associated condition until the end of its next turn. Critical Failure The creature takes 2d6 poison and is afflicted with the rolled poison's associated condition for 1d4+1 Rounds rounds.