Medium Humanoid (Goblinoid), Lawful Neutral
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.

Monster Tags: NPC

AcidicSatyr82

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