Monster · Grunt Humanoid
Apprentice
Apprentices are beginning spellcasters without a specialization. They exist in every race, though human mages are the rarest ones.
- Name
- Apprentice
- Type
- Grunt Humanoid
- Danger Level
- F
- Hp
- 15
- Mana
- 3
- Ap
- 2
- Rp
- 1
- Initiative
- +3
- Focus
- 3
- Power
- 3
- Agility
- 3
- Toughness
- 1
- Evasion
- 10 / 23
- Guard
- 1 / 10
- Movement Speed
- 20ft
- Fitness
- 1
- Cunning
- 2
- Reason
- 4
- Awareness
- 2
- Presence
- 1
- Notable Skills
- Knowledge Magic: +9
- Light Attack
- +3, 2d4+3
- Heavy Attack
- +3, 4d6+6
- Strong Against
- Large groups
- Weak Against
- Assassins
- Appearance
- A humanoid creature.
- Habitat
- Can be found anywhere.
Strategy
Apprentices prefer to stay in the back, using Glittershards to block off enemy ranged attackers. After that, they will start to cast Missile Barrage until their mana runs out. If engaged in melee, will disengage and attempt to move away.
Running this monster
Apprentices are intended to be a base for generic grunt enemies that focus on being both a ranged controller and AoE striker. They can be used for any race or situation and can easily be added to fit what you need. They are the grunt version of the ‘Mage’ generic enemy.
Apprentices can function with around 10 other Grunt level allies and 1 heroic ally to pose a light threat to a party. Can be combined with other generic enemies to create a balanced composition.
Apprentices generally use a channeling weapon and wear no armor.

