Small/Medium humanoid, any alignment
- Armor Class
- 12
- Hit Points
- 33 (6d8 + 6)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
- Saving Throws
- Con +3, Int +4
- Skills
- History +6, Insight +3, Investigation +6
- Senses
- passive Perception 11
- Languages
- Common plus any two languages
Actions
Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage.
Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.
Reactions
When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll.
Spellcasting
The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):