Size:
± Medium
Type:
± Construct
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 45
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 60
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 12
Dexterity: 18
Constitution: 17
Intelligence: 8
Wisdon: 10
Charisma: 6
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Skills
acrobatics: +8
perception: +2
Offense
Rapier
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d8 + 4) piercing damage.
Offense
Dagger
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d4 + 4) piercing damage. Or Ranged Weapon Attack: 6 to hit, range 20/60 ft., one target. (1d4 + 4) piercing damage.
Action
Multiattack
The nimblewright makes three attacks: two with its rapier and one with its dagger.
Reaction
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.
Trait
Magic Resistance
The nimblewright has advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The nimblewright's weapon attacks are magical.
Trait
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.
Trait
Sure-Footed
The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Trait
Passive Perception
12
Items
dagger
rapier
Immunities
Condition Immunities
exhaustion
frightened
petrified
poisoned
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
darkvision 60 ft.
Languages
understands one language known to its creator but can't speak
Nimblewrights
Cunningly Crafted Clockwork Sentinels
Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.
Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place.
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.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Nimblewright Guard)
Actions/Abilities/Traits: D&D 5e (Nimblewright Guard)
Attributes
Strength: 12
Dexterity: 18
Constitution: 16
Intelligence: 8
Wisdon: 12
Charisma: 6
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Skills
acrobatics: +6
perception: +3
Offense
Scimitar
Circumstance: Melee
6, reach 5 ft. (1d6 + 4) Slashing damage.
Offense
Clockwork Crossbow
Circumstance: Ranged
6, range 80/320 ft. (1d8 + 4) Piercing damage.
Action
Multiattack
The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
Reaction
Parry
The nimblewright is hit by a melee attack roll while holding a weapon. The nimblewright adds 2 to its AC against that attack, potentially causing it to miss.
Trait
Evasion
If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the Incapacitated condition.
Trait
Passive Perception
13
Items
scimitar
Immunities
Damage Immunities
poison
psychic
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Senses
Darkvision 60 ft.
Languages
understands Common plus one other language but can't speak
Environments
urban
Watchful sentries that patrol important sites, nimblewright guards serve as loyal soldiers or work as vigilant bodyguards.
5e Tools
Actions/Abilities/Traits: D&D 5e (Nimblewright Guard)
Actions/Abilities/Traits: D&D 5e (Nimblewright Hulk)
Actions/Abilities/Traits: D&D 5e (Nimblewright Hulk)
Attributes
Strength: 19
Dexterity: 18
Constitution: 19
Intelligence: 10
Wisdon: 12
Charisma: 6
Saving Throws
Saving Throw Bonuses
Strength: +7
Dexterity: +7
Skills
acrobatics: +7
perception: +7
Offense
Halting Slam
Circumstance: Melee
7, reach 10 ft. (2d10 + 4) Bludgeoning damage, and the target's Speed is reduced to 0 until the end of its next turn.
Offense
Radiant Ray
Circumstance: Ranged
7, range 60 ft. (4d6) Radiant damage.
Action
Multiattack
The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
Trait
Evasion
If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the Incapacitated condition.
Trait
Magic Resistance
The nimblewright has Advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
17
Immunities
Damage Immunities
poison
psychic
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Senses
Darkvision 60 ft.
Languages
understands Common plus one other language but can't speak
Environments
urban
Nimblewright hulks are massive guards or sentinels. These four-armed Constructs often have thick steel bolted to their frames. They are neither slow nor stupid, to the surprise of many would-be thieves or trespassers.
5e Tools
Actions/Abilities/Traits: D&D 5e (Nimblewright Hulk)
Actions/Abilities/Traits: D&D 5e (Nimblewright Steed)
Actions/Abilities/Traits: D&D 5e (Nimblewright Steed)
Attributes
Strength: 17
Dexterity: 18
Constitution: 18
Intelligence: 6
Wisdon: 10
Charisma: 6
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Offense
Hooves
Circumstance: Melee
6, reach 5 ft. (1d8 + 3) Bludgeoning damage. If the nimblewright moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 (1d8) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.
Bonus Action
Nimble Movement
The nimblewright takes the Disengage action.
Trait
Evasion
If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the Incapacitated condition.
Trait
Passive Perception
10
Immunities
Damage Immunities
poison
psychic
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Senses
Darkvision 60 ft.
Languages
understands Common plus one other language but can't speak
Environments
urban
Nimblewright steeds are clockwork mounts that are tireless whether carrying a rider or pulling a coach. A nimblewright steed can become fixated on routes it frequently takes and become stubborn about following them.
5e Tools
Actions/Abilities/Traits: D&D 5e (Nimblewright Steed)
!!Nimblewrights
Cunningly Crafted Clockwork Sentinels
Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.
Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place.
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.
5e Tools