Nimblewright
Medium construct, unaligned
Armor Class 19 (natural armor)
Hit Points 127 (15d8 + 60)
Speed 40 ft.
Str 19, Dex 24, Con 19, Int 10, Wis 17, Cha 19
Damage Immunities poison
Damage Vulnerabilities cold
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, stunned
Senses darkvision 60 ft. passive Perception 13
Languages Common, Dwarvish, Elvish
Challenge 7 (2900 XP)
Magic Resistance. The nimblewright has advantage on saving throws against spells and other magical effects.
Superior Critical. The nimblewright’s rapier attacks score a critical hit on a roll of 18-20.
Actions
Multiattack. The nimblewright makes two melee attacks.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. On a critical hit, the target must succeed on a DC 14 Strength saving throw, or fall prone.
Animated by the spirit of a water elemental, the nimblewright’s ancestry is reflected in its fluid movements.
These elite constructs are sometimes used as assassins. Fiendishly quick with their dual rapiers, nimblewrights spin about in a whirlwind of violence. Being intelligent, they also can serve as spies, disguising themselves as humanoids in order to do so. Despite a slight tinny quality to their voices, they are more than capable of appearing human at first glance, and even further interaction.
A request from zctv. Originally from the Monster Manual II. If you have a favorite monster from D&D 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.