Medium Humanoid, Neutral
AC 15 Witcher Training    Initiative +3 (13)
HP 52 (8d8 + 16)
Speed 35 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +5
CON 14 +2 +2
Mod Save
INT 12 +1 +1
WIS 14 +2 +4
CHA 10 +0 +0
Skills Acrobatics +5, Perception +4, Survival +4
Gear Silver Longsword
Senses Darkvision 60 ft; Passive Perception 14
Languages Common, Elder Speech
CR 3 (XP 700; PB +2)
Traits

Witcher Mutations:

  • Poison Resistance. The Witcher has advantage on saving throws against poison and resistance to poison damage.
  • Enhanced Reflexes. The Witcher has advantage on Dexterity saving throws against effects it can see, such as traps and spells like fireball.
Actions

Multiattack. The Apprentice Witcher makes two melee attacks.

Silver Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) slashing damage. If the target is a fiend or undead, it takes an additional 7 (2d6) radiant damage.

Igni(Recharge 5-6). The Witcher casts a short burst of flame in a 15-foot cone. Each creature in the area must make a DC13 Dexterity saving throw, taking 14(4d6) fire damage on a failed save or half as much on a success.

Description

Apprentice Witcher (CR 3) – A dangerous, but inexperienced fighter, still mastering their mutations and combat techniques.

Lucifer66609

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