Medium construct, Unaligned
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 45 (6d8 + 18) |
| Speed | 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 17 (+3) | 8 (-1) | 10 (+0) | 6 (-2) |
| Saving Throws | Dex +6 |
|---|---|
| Skills | Acrobatics +8, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| 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 |
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.
The nimblewright makes three attacks: two with its rapier and one with its dagger.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee Attack Roll: +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.
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.