Nimblewright

Medium construct, Unaligned

Armor Class

18 (natural armor)

Hit Points

45 (6d8+18)

Speed

walk 60 ft.

Saves

Dex +6

Skills

Acrobatics +8, Perception +2

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

exhaustion, frightened, petrified, poisoned

Senses

darkvision 60 ft.

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.