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Apprentice Mage

Challenge
Tags
str
10
dex
10
con
12
int
14
wis
10
cha
10

AC 10

HP 11 (2d8 + 2; bloodied 5)

Speed 30 ft.


Proficiency +2; Maneuver DC 10

Skills Arcana +4 (+1d4), History +4

Senses passive Perception 10

Languages any one


Spellcasting. The apprentice mage is a 2nd level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). They have the following wizard spells prepared:

Cantrips (at will): fire bolt , light , prestidigitation

1st-level (3 slots): detect magic , magic missile , shield


ACTIONS

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

Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Magic Missile (1st-Level; V, S). Three glowing arrows fly from the mage simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage.


REACTIONS

Shield (1st-Level; V, S). When the mage is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.

Description

Whether a student attending a wizard college or serving a crotchety master, the apprentice mage knows just enough magic to be (slightly) dangerous. Apprentice mage statistics can also be used to represent an older hedge wizard of limited accomplishments.

Encounters

CR 0–2 1 or 2 apprentice mages ; apprentice mage with acolyte , grimalkin , owl , or quasit

Treasure 8 pp, spellbook, spell scroll of unseen servant , 1 wand of the war mage (sentient, named Mentor, with Intelligence, Wisdom and Charisma scores of 14; speaks 6 languages; lectures its owner on the right way to do everything)

CR 5–10 mage ; mage with 1 or 2 apprentice mages ; mage with animated armor , elemental , gargoyle , grimalkin , or imp ; forest gnome illusionist with faerie dragon or scout ; necromancer with 1d8 skeletons or zombies ; shadow elf mage with 1d10 shadow elf warriors ; shadow elf mage with shadow elf champion warrior

Treasure jade and onyx chessboard (250 gp), tiny gold chess pieces (750 gp), spellbook, spell scroll of magic mouth , winged boots , twisted iron wand which acts as a ring of spell storing

CR 11–16 archmage ; 2 mages ; archmage with elemental ; mage with clay guardian , bone devil , giant elemental , invisible stalker , or shield guardian ; necromancer with skeleton horde , zombie horde , skeletal tyrannosaurus rex , or 2 skeletal champions

Treasure 700 gp, ceremonial gold skullcap (2,500 gp), spellbook, spell scrolls of fire shield and secret chest , ring of mind shielding , cracked crystal ball which displays a flickering image of its user near any scrying sensor it creates

CR 17–22 arcane blademaster ; 2 archmages ; archmage with djinni , giant elemental , mage , shield guardian , or stone guardian

Treasure 3 emeralds (1,000 gp each), pseudodragon egg (5,000 gp), spellbook, potion of clairvoyance , spell scrolls of circle of death and eyebite , ring of free action , staff of power

CR 23–30 arcane blademaster with 3 knights ; archmage with 5 or 6 ghasts , hell hounds , knights , mummies , or ogre zombies

Treasure 8,000 gp, vial of powdered diamond (5,000 gp), copper dragon egg (10,000 gp), spellbook, 2 potions of supreme healing , spell scrolls of prismatic wall and sunburst , ring of mind shielding , robe of the archmagi (archmage) or dwarven plate (arcane blademaster)

 

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.