Nimblewright Hulk

Forgotten Realms: Adventures in Faerûn p. 267

Size
Large
Type
construct
Alignment
neutral
AC
18
Hit Points
104 (11d10+44)
Speed
Walk 50 ft.
Saving Throws
Str +7, Dex +7
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
Challenge
7
Lineage
Nimblewright
Environment
Calimshan
STR
19
+4
DEX
18
+4
CON
19
+4
INT
10
+0
WIS
12
+1
CHA
6
−2

Traits

Proficiency Bonus

+3

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.

Other data

description

Nimblewright Hulk: Nimblewright Hulks are heavy-duty, four-armed clockwork warriors. They are designed to be towering, heavily-plated brutes. While their bulk and steel armor fool enemies into thinking they are slow and dim-witted, they retain the signature agility of standard nimblewrights. The Hulk is an oversized, multi-armed variation engineered explicitly for heavy melee combat.

Combat Tactics:

  • Deceptive Speed: Because of their heavy steel plating, foes expect them to be lumbering behemoths, but their internal clockwork allows for lightning-fast, dexterous movements.
  • Halting Slams: In battle, their massive four-armed frames dish out devastating strikes that can completely stop a target's movement, making it deadly for adventurers attempting to flee.

Regional Lore: These arcane automatons are often used as high-end guards or as shock troops. You will frequently encounter or hear about them enforcing the will of wealthy nobles, powerful wizards, or genies.

Description: Nimblewrights are are built from wood, metal, magic, and clockwork.

Personality: Nimblewrights are created with intelligence, and each possesses a distinct, though chaotic, personality. This allows for more intuitive thinking and creativity than most other constructs are capable of.

  • Rogue Actions: Nimblewrights are sometimes manipulated by nefarious nobles. For example, a rogue nimblewright was once hired by the Gralhund family to assassinate a gnome, accidentally triggering a deadly fireball explosion in Trollskull Alley.

Moral and Legal Status: In cities like Waterdeep, nimblewrights are strictly viewed as property with no inherent rights. City guards generally do not intervene if a nimblewright is destroyed or goes on a rampage, which often creates philosophical dilemmas for adventurers navigating the ethics of construct sentience.

Creation: Nimblewrights were originally created by ingenious artificers, and the procedure to create one is demanding in terms of money and power.

  • The creator has to know the spells geas, haste, wish, and polymorph.
  • Creating the body of a nimblewright requires approximately 500 pounds (230 kilograms) of flexible, precious metal alloys, and requires the creator to know either sculpting or masonry to shape.
  • Making the body costs about 15,000 gold pieces; the ritual as whole can cost up to 35,000 gold total.
  • Like golems, nimblewrights are created by binding an elemental ― in the case of a nimblewright, a water elemental ― to the artificial body and binding it to the creator's will.

History: In the late 15th century DR, numerous nimblewrights constructed in Lantan existed in Waterdeep. Four of them worked at the Sea Maidens Faire, under the command of Jarlaxle. Jarlaxle Baenre sold them cheaply because he embedded secret scrying crystals in them, allowing him to record everything the constructs see and hear.