Evasion. If the automaton 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 automaton has advantage on saving throws against spells and other magical effects.
Magic Weapons. The automaton’s khopesh attacks are magically enhanced by its power core and deal an additional 1d6 radiant damage (already included in the attack action).
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.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The automaton makes two attacks with its khopesh or two attacks with its laser rifle.
Khopesh. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 3 (1d6) radiant damage.
Laser Rifle. Ranged Weapon Attack: +7 to hit, range 100/300 ft., one target. Hit: 16 (3d8 + 4) radiant damage.
Parry. The automaton adds 3 to its AC against one melee attack that would hit it. To do so, the automaton must see the attacker and be wielding a melee weapon.
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