NIMBLEWRIGHT
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR
12 (+l)
DEX
18 (+4)
Saving Throws Dex +6
CON
17 (+3)
INT
8 (-1)
Skills Acrobatics +8, Perception +2
WIS
10 (+O)
CHA
6 (-2)
Damage Resistances bludgeoning, piercing, and slashing from
nonrnagical 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 (l ,100 XP)
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 l hit point remaining,
the nimblewright regains l 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 hiti reach S ft., one target.
Hit: 8 (ld8 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack~ +6 to hit, reach S ft. or
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.
NIMBLEWRIGHT Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 45 (6d8 + 18) Speed 60 ft. STR 12 (+l) DEX 18 (+4) Saving Throws Dex +6 CON 17 (+3) INT 8 (-1) Skills Acrobatics +8, Perception +2 WIS 10 (+O) CHA 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonrnagical 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 (l ,100 XP) 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 l hit point remaining, the nimblewright regains l 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 hiti reach S ft., one target. Hit: 8 (ld8 + 4) piercing damage. Dagger. Melee or Ranged Weapon Attack~ +6 to hit, reach S ft. or 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.