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
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Attributes
Strength: 12
Dexterity: 18
Constitution: 17
Intelligence: 8
Wisdon: 10
Charisma: 6
Skills
acrobatics: +8
perception: +2
Senses
darkvision 60 ft.
Trait
Magic Resistance
The nimblewright has advantage on saving throws against spells and other magical effects.
Passive Perception: 12
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.
Immunities
Condition Immunities
exhaustion
frightened
petrified
poisoned
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Action
Multiattack
The nimblewright makes three attacks: two with its rapier and one with its dagger.
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.
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.
Items
dagger
rapier
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Attributes
Strength: 12
Dexterity: 18
Constitution: 16
Intelligence: 8
Wisdon: 12
Charisma: 6
Skills
acrobatics: +6
perception: +3
Senses
Darkvision 60 ft.
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.
Passive Perception: 13
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Immunities
Damage Immunities
poison
psychic
Action
Multiattack
The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
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.
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.
Items
scimitar
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)
Saving Throws
Saving Throw Bonuses
Strength: +7
Dexterity: +7
Attributes
Strength: 19
Dexterity: 18
Constitution: 19
Intelligence: 10
Wisdon: 12
Charisma: 6
Skills
acrobatics: +7
perception: +7
Senses
Darkvision 60 ft.
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.
Passive Perception: 17
Trait
Magic Resistance
The nimblewright has Advantage on saving throws against spells and other magical effects.
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Immunities
Damage Immunities
poison
psychic
Action
Multiattack
The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Attributes
Strength: 17
Dexterity: 18
Constitution: 18
Intelligence: 6
Wisdon: 10
Charisma: 6
Senses
Darkvision 60 ft.
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.
Passive Perception: 10
Immunities
Condition Immunities
charmed
exhaustion
paralyzed
petrified
poisoned
Immunities
Damage Immunities
poison
psychic
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.
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