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.
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.