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monster

Nimblewright

Nimblewright
Nimblewright
CR 4
Medium Construct, Unaligned
Reveal Stat Block
Armor Class
18 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
60 ft.
str
12
+1
dex
18
+4
con
17
+3
int
8
-1
wis
10
+0
cha
6
-2

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.mw 6 to hit, reach 5 ft., one target. ({@damage 1d8 + 4) piercing damage.
Dagger.mw 6 to hit, reach 5 ft., one target. ({@damage 1d4 + 4) piercing damage. Or Ranged Weapon Attack: 6 to hit, range 20/60 ft., one target. ({@damage 1d4 + 4) piercing damage.
Reactions.Reactions the creature can take:
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

A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator.

Duelist

A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes.

Constructed Nature

A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed.