Small/Medium humanoid, any alignment
- Armor Class
- 12
- Hit Points
- 44 (8d8 + 8)
- Speed
- 35 ft.
- Challenge
- 2 (450 XP)
- Saving Throws
- Cha +4, Dex +4
- Skills
- Athletics +4, Acrobatics +4, Performance +6
- Senses
- passive Perception 11
- Languages
- Common plus any two languages
Actions
Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice's choice).
Bonus Actions
The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature's space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.
Spellcasting
The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):