Nimblewright Steed

Forgotten Realms: Adventures in Faerûn p. 267

Size
Large
Type
construct
Alignment
neutral
AC
16
Hit Points
47 (5d10+20)
Speed
Walk 60 ft.
Saving Throws
Dex +6
Immunities
Poison, Psychic
Condition Immunities
Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses
Darkvision 60 ft.
Passive Perception
10
Languages
Understands Common plus one other language but can't speak
Challenge
2
Lineage
Nimblewright
Environment
Calimshan
STR
17
+3
DEX
18
+4
CON
18
+4
INT
6
−2
WIS
10
+0
CHA
6
−2

Traits

Proficiency Bonus

+2

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.

Actions

Hooves

Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d8+3) Bludgeoning damage. If the nimblewright moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 (1d8) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.

Nimble Movement (Bonus Action)

The nimblewright takes the Disengage action.

Other data

description

Nimblewright Steed: A Nimblewright Steed is a magical, clockwork construct fashioned by wealthy Faerûnian nobility as a mechanical mount. Unlike living animals, these constructs possess inexhaustible stamina but are notoriously quirky, often exhibiting an obsessive, programmed fixation on rigidly following a well-traveled road. The Steed serves as the primary mount used by a Nimblewright Guard.

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.