Medicine Melancholy

Medicine Melancholy

Small construct (Doll), chaotic evil

AC: 13

HP: 136

Speed: 25 ft., 30 ft. flying (Hover)

STR 12 (+1) DEX 10 (+0) CON 18 (+4)

INT 15 (+2) WIS 17 (+3) CHA 17 (+3)

Saving Throws: Constitution +7, Charisma +6

Skills: Intimidation +6, Medicine +9

Damage Resistances: Acid, necrotic, psychic

Damage Immunities: Non-magical slashing, piercing and bludgeoning, poison

Condition Immunities: Exhaustion, paralyzed, petrified, poisoned

Languages: Japanese, Youkai

Challenge: 8

Features:

Aura of Poison: Medicine can surround herself in toxins, making approaching her a risky task. When Medicine chooses a point of origin for Rejection or Toxin, she may choose herself instead. If she does, the resulting cloud will move with her as its center for as long as it lasts.

Poison Body: Potent poison fills Medicine's artificial body, a powerful deterrent to those who would remain close to her. Whenever a creature hits Medicine with an attack from within 5 ft. of her, that creature must make a DC 15 Constitution saving throw. On a failure, it suffers 1d6+4 poison damage, and becomes poisoned until the beginning of its next turn.

Actions:

Multiattack: Medicine makes two Poison Touch attacks.

Poison Touch: Melee weapon attack. +4 to hit, 2 bludgeoning and 2d8 poison damage.

Corrosive: A certain mix of chemicals melts through even the hardest of materials. Ranged weapon attack. 60 ft. range, +6 to hit, 8d6 acid damage. Constructs hit by this attack are stunned until the beginning of Medicine's next turn.

Expunge: As skilled as she is with poisons, she can safely remove the poison from another creature, and even transfer its effects to another. Medicine removes the poisoned condition from a creature of her choice within 60 ft of her. She may then have a creature within 30 ft. of that creature make a DC 15 Constitution saving throw. If that creature fails, it takes 8d6 poison damage, and is poisoned for one minute. On a successful saving throw, it takes half as much damage, and is not poisoned.

Paralytic: Those that are resistant to poison are more safely dealt with when their body cannot move. A creature of Medicine's choice within 60 ft. of her must make a DC 15 Constitution saving throw. On a failure, it is paralyzed, and suffers 8d6 poison damage. On a success, it takes half as much damage and is not paralyzed. At the end of each of its turns, a paralyzed may take another DC 15 Constitution saving throw, ending the paralysis on a success.

Rejection: Medicine chooses a point within 120 ft. of her. All creatures within 30 ft. of that point must make a DC 15 Constitution saving throw. Creatures that fail suffer 8d6 poison damage and are incapacitated until the end of Medicine's next turn. Creatures that succeed take half as much damage, and are not incapacitated.

This then creates a noxious cloud that lasts for 5 minutes, or until dispersed by a strong wind. Creatures that enter this cloud or begin their turn within this cloud must take the above saving throw, with the same effects.

Toxin: Medicine chooses a point within 120 ft. of her. All creatures within 20 ft. of that point must make a DC 15 Constitution saving throw. Creatures that fail this saving throw suffer 8d6 poison damage, and become poisoned for 1 minute. Creatures that pass take half as much damage, and are not poisoned.

This then creates a noxious violet cloud that lasts for 5 minutes, or until dispersed by a strong wind. Creatures that end their turn within this cloud must take the above saving throw, with the same effects.