Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 35 ft.
Saving Throws DEX +4, CHA +4
Skills Acrobatics +4, Athletics +4, Performance +6
Senses passive Perception 11
Languages Common plus any two languages
Challenge 2
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice's choice).
Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature's space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.
SCC, p. 205