Alchemist's Fire

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Attributes

Damage
1d4
Damage Type
Fire
Item Type
Adventuring Gear
Properties
Improvised Weapons
Range
20/60
Save
Dexterity
Weight
1
The description asks for an attack roll and a dexterity check, but the fields ask for a Dexterity saving throw. Can the fields be modifed to use an attack, not save? Thanks!