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Douban

Challenge
Tags
Terrain
str
9
dex
14
con
11
int
16
wis
16
cha
13

AC 14 (padded leather)
HP 36 (8d8; bloodied 18)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Saving Throws Con +2, Int +5
Skills Arcana +5, History +5, Investigation +5, Medicine +5, Nature +5; alchemist’s supplies (1d8), thieves’ tools (1d4), tinkerer’s tools (1d4)
Senses passive Perception 13
Languages Arabic, Greek, Persian


Alchemists Formulas. Douban knows how to use his Inventor’s Sack in order to fuel the following features:

Alchemist's Fire. Douban uses an action to pull out a vial he throws at a target within 30 feet. All creatures and objects within a 5-foot radius of where it hits make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage.

Acid Flask. Douban uses an action pull out a vial he throws at a target within 30 feet. All creatures within a 5-foot radius of where it hits make a DC 13 Dexterity saving throw or take 10 (3d6) acid damage.Objects in the area take 18 acid damage.

Healing Tincture. Douban uses an action to pull out a curative tincture. A creature that drinks it regains 13 (3d8) hit points. A creature can only benefit from Healing Tincture once per long rest. The tincture vanishes after 1 hour or being drunk (whichever comes first). Douban can only have 1 healing tincture at a time.

Stepping Potion. Douban uses a bonus action to pull out a potion of swiftness. A creature that drinks it gains a +20 ft. bonus to Speed for 1 minute. The potion vanishes after 1 minute or being drunk (whichever comes first). After using Stepping Potion, Douban cannot do so again for 1 minute.

Attuned. Douban can attune to up to 4 magic items at a time.

Enchanted Item Research. Douban knows detect magic and identify , and can cast them as rituals (in which case no material component is required).

Inventor’s Sack.Douban has a bag filled with the reagents he needs to do alchemy but if he ever loses it, it takes him 3 days of working 8 hours each day as well as 100 gold worth of raw materials to replace it.

Magic Items. Douban has crafted and owns a bag of holding and robe of useful items .

Magic Inventions. Douban can cast an artificer spell with a casting of 1 action over the course of 1 minute instead, expending a spell slot and casting the spell into one mundane item that is not holding a spell. A creature with an Intelligence of 6 or higher that is holding the object can use an action to activate the spell inside (spell save DC 13 or spell attack +5) within 8 hours of Douban’s casting. An area of effect spell targets the item holding it. Douban can have up to 3 Magical Inventions at one time.

Spellcasting. Douban is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Douban knows the following spells prepared from the artificer's spell list:

1st-level: cure wounds , detect magic , identify , sanctuary , shield of faith .


SPECIAL TRAITS

Alchemy. Douban can use an action to identify a potion within 5 feet (as if he tasted it) so long as he can see the liquid. In addition, over the course of a short rest he can use alchemists’ supplies to improve a healing potion . If drunk before 1 hour has passed, the improved healing potion restores the maximum amount of hit points it can heal.


ACTIONS

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.

Description

Meet the cunning and lethal sage Douban, another character from 1,001 Arabian Nights! Douban’s story is a simple one: he was a helpful sage and worker
of medicine, an expert in plants and herbalism who cured King Yunan of leprosy. For this deed, he received honors and rewards.

However, a jealous vizier worked to convince the king that Douban was up to no good (planning the ruler's death) in an effort to have him renounced. Ultimately King Yunan fell for this deception and (ignoring pleas for mercy and the offer of an ancient book in exchange for staying the execution) had the poor sage beheaded.

After Douban perished the king took the book anyway and paged through the tome but, page after page, nothing was there—nothing except pages made from poison! Just before dying he realized his own death was punishment from Douban the sage for believing the jealous vizier's lies and killing the man who had saved his life.

The legend says that the head of Douban spoke words just before the king fell dead, chastising the king for his tyranny and misuse of power.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.