Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 13 (leather armor)
Hit Points 20 (4d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +4, WIS +3
Skills Acrobatics +4, Perception +3, Performance +6
Senses Passive Perception 13
Languages any two languages
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Multiattack. The bard's apprentice makes two Shortsword or Shortbow attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard's apprentice must make a DC 12 Constitution saving throw. On a failed save, a creature takes 6 (2d6) thunder damage and is pushed up to 10 feet away from the bard's apprentice. On a successful save, a creature takes half as much damage and isn’t pushed.

Spellcasting. The bard's apprentice casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: vicious mockery, mage hand, prestidigitation

1/day each: charm person, sleep

 

Bonus Actions

Taunt (2/Day). The bard's apprentice targets one creature within 30 feet of it. If the target can hear the bard's apprentice, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s apprentice's next turn.

Habitat: Urban

InkdMage

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