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Mage Apprentice 2014

CR 1 humanoid

Medium humanoid, chaotic evil


Armor Class
10 (13 with mage armor)
Hit Points
40
Speed
30 ft.

STR8 (-1)
DEX12 (+1)
CON12 (+1)
INT18 (+4)
WIS12 (+1)
CHA10 (+0)

Saving Throws
Strength -1, Dexterity +1, Constitution +1, Intelligence +4, Wisdom +1, Charisma +0
Skills
Senses
passive Perception 11
Languages
any two languages
Challenge
1 (200 XP) · Proficiency Bonus +2

Arcane Weapons.

The mage apprentice's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack).

Reckless Show-Off.

If it can see a fellow apprentice or its magical teacher at the start of its turn, the mage apprentice has advantage on the first spell attack roll it makes during that turn, but attack rolls against it also have advantage until the start of its next turn.

Actions

Dagger.

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) force damage.

Arcane Bolt.

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 11 (2d8+2) force damage.

Spellcasting.

The mage apprentice casts one of the following spells, using INT as the spellcasting ability (spell save DC 12).

  • At Will: mage hand, minor illusion
  • 1/Day Each: color spray, mage armor, sleep

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details