Medium construct, unaligned
- Armor Class
- 18 (natural armor)
- Hit Points
- 45 (6d8 + 18)
- Speed
- 60 ft.
- Challenge
- 4 (1,100 XP)
- Saving Throws
- Dex +6
- Skills
- Acrobatics +8, Perception +2
- Damage 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
Traits
The nimblewright has advantage on saving throws against spells and other magical effects.
The nimblewright's weapon attacks are magical.
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.
The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
The nimblewright makes three attacks: two with its rapier and one with its dagger.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.