b'Kobold Alchemist \n'b'  Family:   Kobold  \n'b'  Small   humanoid  ( kobold ),  lawful neutral  \n'b'  Armor Class  15 (studded leather)  Hit Points  44 (8d6 + 16)  Speed  30 ft.\n'b' STATS STR: 7 (-2) DEX:  16 (+3)  CON:  15 (+2)  INT:  16 (+3)  WIS:  9 (-1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5  Skills   Arcana  +5,  Medicine  +3  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  9  Languages  Common, Draconic  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Apothecary . At the start of each of the kobold alchemist\xe2\x80\x99s turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has  resistance  to that damage type until the start of its next turn. \n'b'  Pack Tactics . The kobold has advantage on attack rolls against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The kobold makes two Alchemical Dagger or Alchemical Bolt attacks. \n'b'  Alchemical Dagger .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary. \n'b'  Alchemical Bolt .  Ranged Spell Attack : +5 to hit, range 60 ft., one target.  Hit : 10 (2d6 + 3) damage of the type determined by Apothecary. \n'b'  Alchemical Vapors (Recharge 6) . The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn\xe2\x80\x99t a  dragonborn  or  kobold  within 15 feet of the alchemist must make a DC 13  Constitution  saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each  dragonborn  and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute. \n'b'  Explosive Flask (Recharge 5\xe2\x80\x936) . The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13  Dexterity  saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is  poisoned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in its wake. \n'b' Kobold alchemists are usually smelled before they are seen, thanks to the apothecary\xe2\x80\x99s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their alchemical experiments. \n'b'  Dangerous Assets . Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be devastating for the alchemist\xe2\x80\x99s neighbors.'