Nimblewright

Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 24 (+7 Dex, +7 natural), touch 17, flat-footed 17
Base Attack/Grapple: +7/+11
Attack: Rapier-hand +11 melee (2d6+4/15–20)
Full Attack: 2 rapier-hands +11 melee (2d6+4/15–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, tripping thrust
Special Qualities: Augmented critical, construct traits, darkvision 60 ft., spell resistance 27, vulnerabilities
Saves: Fort +3, Ref +10, Will +6
Abilities: Str 19, Dex 24, Con —, Int 10, Wis 17, Cha 19
Skills: Balance +9, Jump +19, Tumble +22
Feats: Combat Expertise [bonus], Combat Reflexes [bonus], Dodge, Improved Disarm, Mobility, Spring Attack
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic
Advancement: 11–15 HD (Medium-size); 16–30 HD (Large)
Level Adjustment: +6

Nimblewrights are rapier-wielding constructs that disguise themselves as living humanoids. They often serve as hired bodyguards, but many are employed to infiltrate organizations and secret societies or spy on individuals. Unlike most constructs, a nimblewright is created with intelligence and a distinct personality that allows for intuitive thinking and responsiveness. Like a golem, a nimblewright is a powerful creation that combines awesome magic with elemental forces. Its animating force is a spirit from the Elemental Plane of Water. The process of creating a nimblewright binds the unwilling spirit to the artificial body and subjects it to the will of the creator.

An undisguised nimblewright appears as a nondescript, steel-colored, mechanical human. When disguised, it wears clothes and uses spells to hide its true nature. In this way, it can appear as almost any Medium-size humanoid it wishes to become.

Nimblewrights speak Common, Elven, and Dwarven.

Combat

A nimblewright is an extremely dexterous combatant. In battle, it brings to bear all of its special fighting skills to deprive opponents of their weapons before running them through. If a nimblewright has ample warning of a fight, it enhances its combat skills with cat’s grace and haste before joining melee.

The monster fights with two rapiers that are actually parts of its body. These rapiers are treated as natural weapons. When not in use, the weapons fold into its forearms. A nimblewright can fully deploy both rapiers as a free action.

Spell-Like Abilities: At will⁠—​cat’s grace, disguise self (humanoid only), entropic shield, feather fall, haste. Caster level 10th; save DC 14 + spell level.

Tripping Thrust (Ex): A nimblewright’s rapier-hand attacks are powerful enough to push over creatures its own size or smaller. An opponent who is the target of a successful critical hit from a nimblewright must make a Reflex save (DC 19) or be knocked prone as if tripped.

Augmented Critical (Ex): A nimblewright threatens a critical hit on a natural attack roll of 15–20. On a successful critical hit, its foe is subject to a tripping thrust attack.

Vulnerabilities: A cold effect slows a nimblewright for 3 rounds, and a fire effect stuns it for 1 round.

Construction

Price (Item Level): 22,000 gp (15th)

Body Slot:

Caster Level: 18th

Aura: Strong; (DC 24) enchantment and transmutation

Activation: Standard (command)

Weight: 500 lb.

A nimblewright’s body is a hollow humanoid shell made of flexible precious metal alloys weighing 500 pounds. Assembling the body requires a successful Craft (sculpting) or Profession (mason) check (DC 16).

Prerequisites: Craft Construct, geas/quest, haste, limited wish.

Cost to Create: 18,500 gp (including 7,500 for the body), 580 XP, 22 days.

Source: Monster Manual II, page 162. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Added “humanoid only” after disguise self in Spell-Like Abilities as that spell usually only lets its caster assume a form of the same creature type.