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Nimblewright

Medium construct, Unaligned

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)

Saving Throws DEX +6

Skills Acrobatics +8, Perception +2

Damage Resistances [object Object]

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

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

Dagger. 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

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.

Source

WDH, p. 212