Armor Class
13
(studded leather)
Hit Points
13
(2d8 + 4)
Speed
30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
14
(+2)
INT
14
(+2)
WIS
12
(+1)
CHA
11
(+0)
Saving Throws
STR +4, CON +4, INT +4
Skills
History +6
Senses
Darkvision 60 ft., Passive Perception 11
Languages
Common, Goblin
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Tinker Spellcasting. The magewright’s spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is five times the spell’s level. These components are consumed when the ritual is finished. The magewright knows the following spells:
At will: mage hand, prestidigitation, Guidance, Mending
Rituals: knock, continual flame, heat metal
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
Double Crossbow, Light. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 11 (2d8 +2) piercing damage.
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