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Dr. Jekyll

Challenge
Tags
Terrain
str
9
dex
14
con
12
int
18
wis
13
cha
15

AC 14 (padded leather)
HP 28 (5d8+5; bloodied 14)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Saving Throws Con +3, Int +6
Skills Arcana +6, History +6, Investigation +6, Medicine +4, Nature +6, alchemist’s supplies (1d8), thieves’ tools, tinker’s tools
Senses darkvision 60 ft., passive Perception 11
Languages English, French, Latin


Alchemists Formulas. Dr. Jekyll knows how to use his Inventor’s Sack in order to fuel the following features:
Alchemist’s Fire. Dr. Jekyll 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 14 Dexterity saving throw or take 7 (2d6) fire damage.
Acid Flask. Dr. Jekyll 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 14 Dexterity saving throw or take 10 (3d6) acid damage. Objects in the area take 18 acid damage.
Healing Tincture. Dr. Jekyll 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). Dr. Jekyll can only have 1 healing tincture at a time.
Stepping Potion. Dr. Jekyll 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, Dr. Jekyll cannot do so again for 1 minute.

Attuned. Dr. Jekyll can attune to up to four magic items at a time.

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

Experienced Alchemist. Dr. Jekyll 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.

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

Magic Items. Dr. Jekyll has crafted and owns goggles of night and robe of useful items .

Magic Inventions. Dr. Jekyll 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 14 or spell attack +6) within 8 hours of Dr. Jekyll’s casting. An area of effect spell targets the item holding it. Dr. Jekyll can have up to 3 Magical Inventions at one time.

Spellcasting . Dr. Jekyll is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Dr. Jekyll knows the following spells prepared from the artificer's spell list:
1st-level: detect magic , false life , identify , jump , longstrider

Transformation. When Dr. Jekyll takes a long rest , roll 1d20. On a result of 10 or above, he transforms into Mr. Hyde . He can
also cause this transformation by injecting himself with a special serum. When he is knocked unconscious or killed, or at the end of a short or long rest, Dr. Jekyll reverts to his regular form. While he is transformed, the following rules apply:

Dr. Jekyll’s game statistics are replaced by Mr. Hyde’s statistics. He retains all of his skill proficiencies, in addition to gaining those of the creature, but he recalculates bonuses.

When Dr. Jekyll transforms, he assumes Mr. Hyde’s hit points and Hit Dice. When he reverts to his normal form, he returns to the number of hit points he had before he transformed. However, if Dr. Jekyll reverts as a result of dropping to 0 hit points, any excess damage carries over to his normal form and he is knocked unconscious .

Dr. Jekyll’s equipment is worn by Mr. Hyde, though it may not be intact after the transformation. Other equipment functions as normal, but the Narrator decides whether it is practical for the new form to manipulate a piece of equipment. Dr. Jekyll’s equipment doesn’t change size or shape to match his new form, and any equipment that the new form can’t wear falls to the ground.


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.

Master Alchemist's Treasures

d8

Potion

1

Fizzy Draught (Very Rare; cost 6,000 gp) Crafting Components: Bottle of fizz, fizzy lifter, fizzy rocks. After drinking this potion, for the next 1d4 days you are significantly lighter. For the duration, your weight is reduced by 3/4ths, you gain advantage on Dexterity checks and saving throws , increase your Speed by 15 feet, and your jump distances are doubled. In addition, you have disadvantage on opposed Strength checks, disadvantage on saving throws to resist going prone , and take a –2 penalty to melee weapon damage rolls.

2

Lifejolt Powder (Very Rare; cost 1,200 gp) Crafting Components: Magnetized ore. When this powder is sprinkled in the mouth of a creature that has died within the last minute, electricity spreads out in a 30-foot radius. Creatures in the area make a DC 15 Dexterity saving throw or take 18 (4d8) lightning damage. In addition, the dead creature makes a DC 10 Constitution saving throw. On a success it returns to life with 1 hit point. When lifejolt powder is used to return to life a decapitated creature or creature that has died of old age, it takes 20 necrotic damage at the end of each minute. This damage can’t be reduced or prevented in any way.

3

Halo Potion (Rare; cost 3,250 gp) Crafting Components: Ectoplasm from a slain ghost . After drinking this potion, for the next 10 minutes you ignore the resistances and immunities that creatures with the Incorporeal Movement trait have against bludgeoning, piercing, and slashing damage, and you ignore any creature’s immunity to the grappled and restrained conditions.

4

Potion of See Invisibility (Rare; cost 800 gp) Crafting Components: Remains of an invisible stalker . When you drink this potion, for the next minute you can see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. In addition, for the duration you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to find traps or secret doors.

5

Perplexing Powder (Rare; cost 900 gp) Crafting Components: Tooth from a gibbering mouther . This fine powder resembles flour or another milled grain. It appears to be dust of dryness , and an identify spell reveals it to be such. There is enough of it for one use. You can use an action to throw the powder at a creature within 10 feet. If that creature needs to breathe, it makes a DC 20 Constitution saving throw or it becomes confused for 1 minute. At the end of each of its turns, a confused creature can make a DC 20 Constitution saving throw with disadvantage , ending the effect on it with a success. A creature immune to the poisoned condition automatically succeeds on its saving throw. The lesser restoration spell can also end the effect on a creature.

6

Shot of Ghost (Rare; cost 1,500 gp) Crafting Components: Ectoplasm from a slain ghost . When you drink this concoction made from distilled ectoplasm, you become semi-transparent for the next 10 minutes. While semi-transparent, you can move through other creatures and objects as if they were difficult terrain . You take 5 (1d10) force damage if you end your turn inside an object.

7

Heavy Draught (Very Rare; cost 6,000 gp) Crafting Components: Bottle of fizz, fizzy lifter, fizzy rocks. After drinking this potion, for the next 1d4 days you are significantly heavier. For the duration, your weight is doubled, you gain advantage on Strength checks and saving throws , you ignore difficult terrain , you gain advantage on saving throws made to resist going prone , and you gain a +2 bonus to melee damage rolls. In addition, you take a –1 penalty to AC, your Speed is reduced by 10 feet, and your jump distances are halved.

8

Potion of Fate (Legendary; cost 60,000 gp) Crafting Components: Soul of a forgotten god . As soon as you drink this potion, you instantly visualize in your mind a creature you are very likely to come into significant conflict with in the future. The mental image is a perfect rendition of the creature in its current state and you instinctively know its name. When the creature is in the direct service of another creature you are destined to have significant conflict with, you receive vague details about its superior and know some of its nicknames. You retain these details forever, even when subjected to amnesia or memory-altering magic like modify memory .

 

Description

I learned to recognize the thorough and primitive duality of man; I saw that, of the two natures that contended in the field of my consciousness, even if I could rightly be said to be either, it was only because I was radically both.

In fewer words: here’s Doctor Jekyll & Mr. Hyde! We all know this literary classic. Dr Henry Jekyll, an aspiring alchemist that concocted a mixture which transformed him into Mr Edward Hyde, a freakish, monstrous alter ego, unleashing the evil and foulness in his inner soul. The two identities had different appearances—Dr Jekyll was large, fifty-ish; Mr Hyde was small and younger. At first he did it for kicks, but soon began changing in his sleep and beyond his control, Hyde’s violence and lust escalating, until Jekyll ultimately took his own life to bring an end to the torturous existence he made for himself—or maybe he didn’t. It’s unclear!

The gothic novella, The Strange Case of Dr Jekyll and Mr Hyde, by the Scottish author Robert Louis Stevenson, is an influential work; Marvel fans will recognize The Incredible Hulk in this morbid tale, and DC fans will see shades of Two-Face. Jekyll and Hyde would make for a wonderful NPC villain, especially if the player characters become friends with the Jekyll side of the character.

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.