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Hedge Wizard (Commoner 2/Wizard 3)


Hedge Wizard CR 4

XP 1,200
Human commoner 2/wizard 3
N Medium humanoid
Init +1; Senses Perception +6

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (5d6+5)
Fort +3, Ref +3, Will +6

OFFENSE

Speed 30 ft.
Melee dagger +2 (1d4/19–20)
Ranged dagger +3 (1d4/19–20)
Special Attacks hand of the apprentice (7/day)

Wizard Spells Prepared (CL 3rd; concentration +7)

2ndblindness/deafness (DC 16), glitterdust (DC 16)
1stcharm person (DC 15), color spray (DC 15), unseen servant
0 (at will)—arcane mark, mage hand, mending, prestidigitation

STATISTICS

Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Brew Potion, Combat Casting, Defensive Combat Training, Scribe Scroll, Skill Focus (Craft [alchemy])
Skills Appraise +12, Craft (alchemy) +15, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Perception +6, Profession (herbalist) +10, Spellcraft +12
Languages Aquan, Common, Elven, Gnome, Sylvan
SQ arcane bond (raven familiar)
Combat Gear potions of alter self, darkvision, expeditious retreat, invisibility, protection from arrows, resist energy; Other Gear dagger, cloak of resistance +1, alchemy kit
Boon A hedge wizard can make alchemical items, brew potions, or scribe scrolls for the PCs at half cost. a hedge wizard can also share knowledge about the local area, granting a +2 circumstance bonus on Knowledge (geography), Knowledge (history), Knowledge (local), or Profession (herbalist) checks made in the local region.