Nimblewright Hulk
Large 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. |
Nimblewright hulks are massive guards or sentinels. These four-armed Constructs often have thick steel bolted to their frames. They are neither slow nor stupid, to the surprise of many would-be thieves or trespassers.
AC 18
Initiative +7 (17)
HP 104 (11d10 + 44)
Speed 50 ft.
STR
19 (+4)
Save +4
DEX
18 (+4)
Save +4
CON
19 (+4)
Save +4
INT
10 (+0)
Save +0
WIS
12 (+1)
Save +1
CHA
6 (-2)
Save -2
Skills Acrobatics +7, Perception +7
Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Understands Common plus one other language but can't speak
CR 7
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.
Magic Resistance. The nimblewright has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
Halting Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Bludgeoning damage, and the target's Speed is reduced to 0 until the end of its next turn.
Radiant Ray. Ranged Attack Roll: +7, range 60 ft. Hit: 14 (4d6) Radiant damage.