Sources
CR
Type
Size
Alignment
Movement

Lorehold Apprentice

Small/Medium Humanoid (wizard), Any alignment

Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
10
+0
DEX
14
+2
CON
13
+1
INT
15
+2
WIS
12
+1
CHA
11
+0
Saving Throws CON +3, INT +4
Skills History +6, Insight +3, Investigation +6
Senses passive Perception 11
Languages Common plus any two languages
Challenge 2 (450 XP)

Spellcasting

Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):

At will: guidance, light

1/day each: comprehend languages, locate object, mage armor

Actions

Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit:7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage.

Reduce to Memory (Recharge). Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw.

Reactions

Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll.

Lore

Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.