A biochemist is primarily concerned with making inanimate objects animate, and making animate objects think. Separate from necromancy, as their targets are not necessarily dead. However, their aberrations might stir up anger from those who consider them affronts to the majesty of nature.
This feature is a prerequisite for features in the Biochemist Feature Tree.
You learn the following recipe:
Potion Applicable
Ingredients: INVIGORATE + INSPIRE + 1x King's Thistle
Risk DC: 15
Recommended Tier: 4
Effect:
You may spill this animating chemical in a patch of organic material (soil, dirt, vegetation, tar, etc.) The organic material then amalgamates into a creature with mottled grey skin, thick white fur, and an average muscle/fat consistency that helps to protect it. It has 1d4 sets of black glossy eyes and 1+1d4 sets of legs. Only 1 primordial allowed at any time. Attempting to make another will dissolve the other into grey goo.
small elemental, chaotic
Armor Class 13
Hit Points 16 (2d6)
Speed 20 feet, Climb 20 feet
11 (+0)
10 (+0)
10 (+0)
12 (+1)
12 (+1)
4 (-3)
Senses Passive Perception 14
Languages Understands all languages, cannot speak.
Skills: Perception+4, Acrobatics+2
Hit Dice: A Primodial may use its hit dice to heal during a short rest.
Helper: The Primordial exists only as the creation/servant of a scientist. The following rules apply.
Claws: Melee Weapon Attack +2 to hit, Hit: 1d8 slashing damge.