Monster
Nimblewright Guard
Outside your table’s allowed sources
Official reference · FRAiF · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 16
- Hit points
- 67 (9d8 + 27)
- Speed
- Walk 60 ft.
- Challenge rating
- 3
- Alignment
- Neutral
- Strength
- 12
- Dexterity
- 18
- Constitution
- 16
- Intelligence
- 8
- Wisdom
- 12
- Charisma
- 6
- Passive Perception
- 13
- Initiative
- +6
- Saving Throws
- dex: +6
- Skills
- acrobatics: +6; perception: +3
- Senses
- Darkvision 60 ft.
- Languages
- understands Common plus one other language but can't speak
- Immunities
- poison, psychic
- Condition Immunities
- charmed, exhaustion, paralyzed, petrified, poisoned
Traits
Evasion
If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the Incapacitated condition.
Actions
Multiattack
The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
Scimitar
Melee Attack: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Clockwork Crossbow
Ranged Attack: +6, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage.
Reactions
Trigger: The nimblewright is hit by a melee attack roll while holding a weapon. Response: The nimblewright adds 2 to its AC against that attack, potentially causing it to miss.