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Monster

Nimblewright

Medium Construct · Unaligned

Waterdeep: Dragon Heist Page 212
Armor Class 18
Hit Points 45 (6d8 + 18)
Speed Walk 60 ft.
CR 4
STR 12 +1
DEX 18 +4
CON 17 +3
INT 8 -1
WIS 10 +0
CHA 6 -2

Traits

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 spell is cast on it.

Sure-Footed

The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it .

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. 8 () Piercing damage.

Dagger

Melee Weapon Attack +6 to hit, reach 5 ft., one target. 6 () Piercing damage. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. 6 () 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.
Confirmation

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