Nimblewright Nimblewright Lore Arcana DC 15: Certain magical devices are able to detect the presence of a nearby nimblewright, though few are capable of pinpointing an exact location. Arcana DC 20: The water elemental whose magic powers a nimblewright is extraordinarily sensitive to any sort of extreme temperatures. History DC 10: Nimblewrights are constructs that are often found serving as bodyguards, infiltrators, or assassins due to their ability to adopt illusory disguises and internally stow their weapons. History DC 15: Nimblewrights are terrifyingly fast, moving at breakneck speeds with perfect mechanical precision, making them extremely difficult to pin down or surround in a fight without some means of restraint. Nimblewright Tactics The nimblewright approaches its selected target in disguise and attempts to ambush it, unleashing a flurry of rapier attacks to disarm and run through its opponent. If it manages to disarm its foe, it kicks the weapon away as part of its movement, ideally somewhere inaccessable like off a roof, but at least far enough away that the foe will have to provoke an attack of opportunity to retrieve it. If outmatched, the nimblewright disengages and flees, ideally leaping across rooftops where pursuers will fear to follow, and attempting to heal itself as soon as it feels safe to. Nimblewright Medium construct, unaligned Armor Class 18 (Natural Armor) Hit Points 75 (10d8 + 30) Speed 60 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 6 (-2) Saving Throws DEX +6 Skills Acrobatics +8, Perception +2, Stealth +6 Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Exhaustion, Frightened, Petrified, Poisoned Senses Darkvision 60 ft, Passive Perception 12 Languages Understands the languages of its creator but can't speak Challenge 4 (1,100 XP) Graceful Lander. If the nimblewright would take damage from falling, it instead takes half as much and is not knocked prone. Unexpected Attacker. The nimblewright has advantage on attack rolls against a creature that has not yet taken a turn in the combat. Temperature Sensitive. If the nimblewright takes any cold damage, its speed is reduced by 10 for the next minute. If the nimblewright takes any fire damage, it must succeed on a DC 10 Constitution saving throw or be Stunned until the end of its next turn. Actions Multiattack. The nimblewright makes four melee attacks. Fold-Out Rapiers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target is pushed 5 ft. away. On a critical hit, the target drops one item is is holding or carrying. Repair Protocols. The nimblewright restores 11 (2d8 + 2) hit points to one construct within 5 ft. Adopt Disguise (3/Day, 2nd Level Spell, Concentration). The nimblewright transforms its appearance to that of a Medium humanoid for the next 8 hours. Reactions Parry. The nimblewright adds 2 to its AC against one melee attack that would hit it.