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Nimblewright
- STR
- 12 (+1)
- DEX
- 18 (+4)
- CON
- 17 (+3)
- INT
- 8 (-1)
- WIS
- 10 (+0)
- CHA
- 6 (-2)
The nimblewright has advantage on saving throws against spells and other magical effects.
The nimblewright's weapon attacks are magical.
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.
The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
The nimblewright makes three attacks: two with its rapier and one with its dagger.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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.
Reactions
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.
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Source: Waterdeep: Dragon Heist, p. 212 - Licenses and attribution