Hedge Apothecary
OriginalMedium humanoid (any race), any alignment
Keeps a crooked shop at the edge of town that smells of drying herbs and something sharper underneath. Knows every remedy, and every poison it cures.

Armor Class 11
Hit Points 13 (3d8)
Speed 30 ft.
- STR
- 9
- -1
- DEX
- 12
- +1
- CON
- 10
- +0
- INT
- 15
- +2
- WIS
- 14
- +2
- CHA
- 11
- +0
Skills Medicine +4, Nature +4
Senses passive perception 12
Languages Common plus any one language
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Poison Lore. The apothecary has advantage on saving throws against poison and can identify any poison it can see, smell or taste.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Flask of Acid (2/Day). Ranged Weapon Attack: +3 to hit, range 20 ft., one creature. Hit: 7 (2d6) acid damage.
Healing Draught (1/Day). The apothecary drinks or administers a potion to a creature within 5 feet of it. The creature regains 7 (2d4 + 2) hit points.
Wares
| Item | Price |
|---|---|
| Potion of healing | 50 gp |
| Antitoxin (vial) | 50 gp |
| Healer's kit | 5 gp |
| Herbalism kit | 5 gp |
| Perfume (vial) | 5 gp |
| Soap | 2 cp |
| Acid (vial)Trusted customers only | 25 gp |