Nimblewright

(Waterdeep: Dragon Heist)

Medium construct, Unaligned

Armor Class18 (natural armor)
Hit Points45 (6d8 + 18)
Speed60 ft.
STRDEXCONINTWISCHA
12 (+1) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 6 (-2)
Saving ThrowsDex +6
SkillsAcrobatics +8, Perception +2
Damage Vulnerabilities—
Damage Resistancesbludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities—
Condition Immunitiesexhaustion; frightened; petrified; poisoned
Sensesdarkvision 60 ft., passive Perception 12
Languagesunderstands one language known to its creator but can't speak
Challenge4

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 Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Dagger.

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.

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.