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Noble Martial Apprentice

Medium Humanoid, any alignment


AC: 18 (Half Plate, Fighting Style)

HP: 39 (6d10+6) (Dwarf: 45)

Speed: 30 (Wood Elf: 35, Dwarf/Halfling/Gnome: 25)


Str: 9(-1)
Dex: 14(+2)
Con: 12(+1)
Int: 16(+3)
Wis: 10(+0)
Cha: 8(-1)


Saves: Str +1, Con +3,

Skills: Arcana +5, Perception +2, (Human/Elf/Half Elf: Insight +2, Half Elf: Stealth +4, Half Orcs: Intimidate +1)

Senses: passive Perception: 12 (Dwarf/Elf/Gnome/Half Orc/Tiefling: Darkvision 60')

Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)

Immunities: (Elf: Sleep)

Languages: Common, one other (Gnome: Small Beasts)

CR: 2 Proficiency: +2

FEATURES


ACTION SURGE: (once per rest) Take two Actions in a turn.
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.

ACTIONS


MULTIATTACK: Two attacks with weapons.
RAPIER: +4 to hit, reach 5', one target. Hit: 1d8+2 piercing.
+1 LONGBOW: +5 to hit, range 150'/600', one target. Hit: 1d8+3 piercing.
OFF-HAND DAGGER: +4 to hit, reach 5', one target after Attack action. Hit: 1d4 piercing.
FIREBOLT: +5 to hit, range 120', one target. Hit: 1d10 fire
SHOCKING GRASP: +5 to hit, range 5', one target, adv vs metal armor. Hit: 1d8 lightning and target loses RXN
SPELLCASTING: +5 to hit, DC 13
3x 1st level spells: Shield, Magic Missile, Chromatic Orb, Protection from Evil and Good
RING OF JUMPING: BXN, cast Jump on self (27' long, 6' high)
SECOND WIND: (once per hour) BXN, heal 1d10+6.
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 11 Dex vs 3d6 element (Con vs poison or cold)
(High Elf/Human) RAY OF FROST: +5 to hit, range 60', one target. Hit: 2d8 cold and -10 move
(Human) ACID SPLASH: range 60', two targets within 5', DC 13 Dex vs 2d6 acid
(Human) BURNING HANDS: (once per day) range 15' cone, 3d6 fire, DC 13 dex save for half.
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 13 action to examine.
(Tiefling) DARKNESS: 10 min conc, 15' radius, 60' range, magical darkness, moves with object carried by you.


REACTIONS


SHIELD: RXN, 1x 1st level spell slot, when you would get hit with an attack, +5 AC until the start of your next turn.
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 9 vs 3d10 fire, save for half.


ITEMS


Half Plate, Rapier, +1 Longbow, Ring of Jumping, 20x arrows, Dagger, Component Pouch, 2x Potion of Healing


TACTICS


Fire arrows at soft targets, back up as long as possible, switch to spells when they get into range, switch to Rapier and Dagger when you run out of room.