5e SRD >Gamemastering >Monsters & Foes >Mythological and Historical Figures >

Dr. Jekyll

Medium humanoid (human), chaotic neutral

Armor Class 14 (studded leather)
Hit Points 28 (5d8+5)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (‒1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 15 (+2)

Saving Throws Con +3, Int +6
Skills Arcana +6, History +6, Investigation +6, Medicine +4, Nature +6; alchemist’s supplies +9, thieves’ tools +6, tinker’s tools +6
Senses darkvision 60 ft., passive Perception 11
Languages English, French, Latin
Challenge 2 (450 XP)

Special Traits

  • 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 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 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 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 inventor’s spell list:
  • Transformation.

    When Dr. Jekyll takes a long rest, roll 1d20. On a result of 10 or above, he transforms into Mr. Hyde (see below). 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 GM 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: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage. attention and concentration. At the GM’s discretion, he can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 1 ton.

About

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.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com