Nimblewright Guard
Medium Construct, NeutralCunningly Crafted Clockwork Sentinels
Habitat Urban — Treasure None
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.
Nimblewright Tasks
| 1d6 | The Nimblewright Is ... |
|---|---|
| 1 | Serving as an attentive bodyguard to a haughty dignitary. |
| 2 | Scouting an area for a pending assassination. |
| 3 | Seeking a thief that has stolen one of the nimblewright's cogs. |
| 4 | Working to put out a fire before it spreads. |
| 5 | Detaining a prisoner who claims innocence. |
| 6 | Hauling mundane goods, but it is lost. |
Watchful sentries that patrol important sites, nimblewright guards serve as loyal soldiers or work as vigilant bodyguards.
"Of course I'm furious! Even when they didn't just dance away from our blows, we could barely scratch them. Three nimblewrights were too much for my squad to handle. A thousand will put every soldier in this land out of work." —Mafat A'Haddin, soldier
AC 16
Initiative +6 (16)
HP 67 (9d8 + 27)
Speed 60 ft.
STR
12 (+1)
Save +1
DEX
18 (+4)
Save +4
CON
16 (+3)
Save +3
INT
8 (-1)
Save -1
WIS
12 (+1)
Save +1
CHA
6 (-2)
Save -2
Skills Acrobatics +6, Perception +3
Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Common plus one other language but can't speak
CR 3
Traits
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.
Actions
Multiattack. The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
Scimitar. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Clockwork Crossbow. Ranged Attack Roll: +6, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage.
Reactions
Parry. Trigger: The nimblewright is hit by a melee attack roll while holding a weapon. Response: The nimblewright adds 2 to its AC against that attack, potentially causing it to miss.