b'Elf, Alchemist Archer \n'b'  Family:   Elf  \n'b' Hidden in the dappled shadows of the tree\xe2\x80\x99s leaves, the elf\xe2\x80\x99s leather bandolier jingles softly. Leather armor dyed to match its surroundings, the nearly invisible archer removes a vial from the bandolier, quickly attaching it to an arrow. The well-kept bow does not creak as the bowstring is drawn. \n'b'  Medium   humanoid  (elf),  any alignment  \n'b'  Armor Class  17 (studded leather)  Hit Points  135 (18d8 + 54)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  20 (+5)  CON:  16 (+3)  INT:  18 (+4)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +4,  Intelligence  +8  Skills   Perception  +6,  Stealth  +9,  Survival  +6  Senses   darkvision  60 ft., passive  Perception  16  Languages  Common, Elvish  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Alchemical Arrows . As a  bonus action , the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following: \n'b'  Concussive . The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16  Strength  saving throw or be knocked  prone . \n'b'  Entangling . The target takes an extra 18 (4d8) acid damage and is  restrained  by sticky, alchemical goo. As an action, the  restrained  target can make a DC 16  Strength  check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10;  hp  5; immunity to piercing, slashing, poison, and psychic damage). \n'b'  Explosive . The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16  Dexterity  check to extinguish the flames. \n'b'  Fey Ancestry . The archer has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put the archer to sleep. \n'b'  Hunter\xe2\x80\x99s Aim . Once per turn, when the archer makes a  ranged attack  with its longbow and hits, the target takes an extra 28 (8d6) damage. \n'b'  Actions \n'b'   Multiattack . The alchemist archer makes three longbow attacks or two scimitar attacks. \n'b'  Scimitar .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) slashing damage. \n'b'  Longbow .  Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target.  Hit : 9 (1d8 + 5) piercing damage. \n'b'  Actions \n'b' Mixing their knowledge of dangerous chemicals with their extensive weapon skills, these elves are devastating from afar. \n'b'  A Sharp Smell . Try as they might, alchemist archer elves cannot eliminate the scent of their various acids and tinctures. Their distinctive scent makes them easier to find by creatures with an acute sense of smell.'