Special Equipment. Thessalar wields a +1 dagger coated with thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by his Thessalar's homunculus. If the mending spell is cast on it, the homunculus regains 2d6 hit points.
Healing Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal.
Greater Restoration (1/Day). Thessalar can cast greater restoration if he has access to alchemical supplies.
Spellcasting. Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's acid arrow, web
3rd level (3 slots): dispel magic, haste, stinking cloud
4th level (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere
5th level (1 slot): cloudkill
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:3 (1d4 + 1) piercing damage, and the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target is affected as if by the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.
Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.