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.
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