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
STR
12
+1
DEX
18
+4
CON
17
+3
INT
8
−1
WIS
10
+0
CHA
6
−2

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.