Monster
Nimblewright
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 18 (natural armor)
- Hit points
- 45 (6d8 + 18)
- Speed
- Walk 60 ft.
- Challenge rating
- 4
- Alignment
- Unaligned
- Strength
- 12
- Dexterity
- 18
- Constitution
- 17
- Intelligence
- 8
- Wisdom
- 10
- Charisma
- 6
- Passive Perception
- 12
- Saving Throws
- dex: +6
- Skills
- acrobatics: +8; perception: +2
- Senses
- darkvision 60 ft.
- Languages
- understands one language known to its creator but can't speak
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- exhaustion, frightened, petrified, poisoned
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
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.