Nimblewright
Waterdeep: Dragon Heist p. 212
- Size
- Medium
- Type
- construct
- Alignment
- unaligned
- AC
- 18 (natural armor)
- Hit Points
- 45 (6d8+18)
- Speed
- walk 60 ft.
- Saving Throws
- Dex +6
- Skills
- Acrobatics +8, Perception +2
- Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- exhaustion, frightened, petrified, poisoned
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- understands one language known to its creator but can't speak
- Challenge
- 4
Traits
Magic Resistance
The nimblewright has advantage on saving throws against spells and other magical effects.
Magic Weapons
The nimblewright's weapon attacks are magical.
Repairable
As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
Sure-Footed
The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Multiattack
The nimblewright makes three attacks: two with its rapier and one with its dagger.
Rapier
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dagger
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Reactions
Parry
The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.
Other data
description
A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator.
Duelist: A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes.
Constructed Nature: A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed.