Assassinate. The nimblewright has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit it score against a creature that is surprised is a critical hit.
Evasion. If the nimblewright is subjected to an effect that requires a DEX saving throw to take half damage, it instead takes no damage on a success and half damage on a failure.
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 mending spell is cast on it.
Wounder. Once per turn when the nimblewright deals damage with its rapier, it can reduce the movement speed of the target by 10 feet until the start of its next turn. When it scores a critical hit with its rapier, it wounds the target, giving it disadvantage on all attack rolls until the start of the nimblewright's next turn.
Sneak Attack. Once per turn, the nimblewright can deal 14 (4d6) extra damage to one creature it hits with a finesse or ranged weapon attack if it has advantage on the attack roll or if another of von Weerg's constructs is within 5 ft. of the target.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The nimblewright makes three attacks: two with its rapier and one with its wooden dagger, or two attacks with its crossbow.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Wooden Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. If the target is afflicted with vampirism, it must make a DC 17 Constitution saving throw or be paralyzed for 1 minute or until the dagger is removed, repeating the saving throw whenever it takes damage.
Crossbow. Ranged Weapon Attack: +8 to hit, reach 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage. If the target is afflicted with vampirism, its speed becomes zero until it or another creature takes an action to remove the bolt.
Cunning Action. The nimblewright can take the Dash, Disengage, or Hide actions as a bonus action.
Steady Aim. The nimblewright gives itself advantage on its next attack roll if it has not moved on the current turn. After using this feature, its speed becomes zero until the start of its next turn.
Parry. The nimblewright adds 3 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.
Description
Nimblewrights are assassins made with artists' hands, and Fritz von Weerg was nothing if not an artist. Inspired by the last failed batch of adventurers, he made his nimblewright with the express purpose of killing Strahd-- at least, that's how the project began.
Vampirism as a curse stands most poised to strike those already in the throes of obsession. No one is quite sure what happened to von Weerg after he began his final, most ambitious project, but his body was never found. The nimblewright remains without the final instruction that would allow it to begin its fated hunt, trapped in the lowest levels of Castle Ravenloft, on high alert for but unable to destroy the intangible echoes that seep from the sealed entrance to the city of Barov.
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