Emerald apprentices are alchemists recruited by the cult. Given tantalizing glimpses of the alchemical secrets scribed upon the Emerald Tablets, they have thrown in with the Emerald Order with hopes of rising high enough in the ranks to further delve into the knowledge contained therein.
These apprentices are often tasked with delicate missions, such as silencing competitors seeking the location of the Emerald Tablets, recovering lost copies of the tablets' knowledge, or retrieving likely recruits for meetings with minor leaders of the cult. Such subjects are typically convinced to serve the cult’s interests using a combination of bribery, blackmail, and veiled threats.
Emerald Apprentice
Medium humanoid (human), lawful evilArmor Class 12
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+2) | 13 (+1) | 15 (+2) | 14 (+2) | 10 (+0) |
Senses passive Perception 12
Languages Common, Draconic, Gnoll
Challenge 1/2 (100 XP)
Expert Alchemist. The apprentice can create three potions each day of common or uncommon rarity. They carry them and use the potions before and during combat.
Actions
Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. If the apprentice drinks a potion of hill giant strength, the attack bonus becomes +7 and damage becomes 7 (1d4 + 5) slashing.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Withering Tincture (1/day). As a bonus action, the emerald apprentice coats his or her weapon with a potent chemical mixture. The next creature damaged by the weapon must make a successful DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Equipment
Potions of fire breath, hill giant strength, greater healing ×2, and speed, plus 2 doses of serpent venom (3d6 poison damage, halved with a successful DC 11 Constitution saving throw)