Zer

Level 6
Creature· deroUniqueSmallRemaster
AC 23
HP 95
Speed 25 ft.
Fort +16
Ref +14
Will +10
Perc +12
Size Small
Unique
Immunities confused
Resistances poison 5
Weaknesses vulnerable to sunlight 10
Spells
Occult Innate Spells (DC 23, attack +15)
Languages aklo, azlanti, sakvroth
Senses darkvision
Skills crafting +16, stealth +14, acrobatics +12, medicine +10, deception +9
Recall Knowledge society DC 32

Attacks

Melee Sickle +17/+13/+9(agile, finesse, magical, trip)
Damage: 1d4+7 slashing
Melee Fist +16/+12/+8(agile, finesse, nonlethal, unarmed)
Damage: 1d4+7 bludgeoning
Ranged Alchemical Grenade +16/+11/+6 (range 20 ft.)(splash)
Damage: 2 splash untyped + 2 persistent untyped + 2d6 untyped

Abilities

Unstable Collectioninteraction

A reckless scientist carries a collection of poorly stowed alchemical items: 3 elixirs of life and 6 alchemical grenades. The scientist replenishes these items each day using scavenged materials. The alchemical grenades deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically the collection contains two of each grenade).

+1 Status to All Saves vs. Poisondefensive
Unstable Explosiondefensive

When an attacker scores a critical hit against the reckless scientist, one of the scientist's alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is wasted.

Vulnerable to Sunlightdefensive

Zer takes 10 untyped damage for every hour he's exposed to sunlight.

Quick Grenadieroffensive

The reckless scientist Interacts to draw an alchemical grenade with an Interact action and throws it as a ranged Strike.

Reckless Alchemy◆◆offensive(concentrate, manipulate)

The reckless scientist attempts to combine two alchemical grenades or two elixirs of life into one item. They can Interact to draw the items if necessary. They attempt a DC 22 crafting check, destroying both component items to create one new item. Success The new item has the full effect of both component items, and the reckless scientist can Activate it. If they don't Activate it before the end of their turn, the item explodes (as critical failure). Failure The new item is inert. Critical Failure The unstable item explodes, dealing 3d6 piercing damage to the reckless scientist.

Description

It's the reckless scientist's job to break the rules of reality, no matter the cost.


Villains pursue selfish and cruel goals, trampling over anyone in their way.