Nimblewright

Nimblewright

Medium construct, neutral

Armor Class 18 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 23 (+6) 16 (+3) 10 (0) 13 (+1) 16 (+3)

Saving Throws Dex +9
Skills Acrobatics +9, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft, passive Perception 11
Languages Common, Elven, and Dwarven
Challenge 7 (2900 XP)

Shapechanger. The nimblewright can use its action to alter its apperance to a medium sized humanoid with Alter Self spell.

Spring Attack. The nimblewright does not provoke an opportunity attack when it moves out of an enemy’s reach.

Supreme Skill. The nimblewright adds an addditional 1d8 damage on its rapier attacks. This is included below.

Magic Resistance. The nimblewright has advantage on saving throws against spells and other magical effects.

Susceptible To Cold. If the nimblewright takes cold damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack. The golem makes three rapier attacks.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) pircing damage, and a creature must make a Dexterity saving throw DC 13, on a failed saving throw the creature is prone.

Scribeant Swarm

Scribeant Swarm

small swarm of tiny constructs, neutral

Armor Class 14 (natural armor)
Hit Points 22 (5d8)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (0) 10 (0) 12 (+1) 11 (0)

Skills Perception +5
Damage Immunities poison
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses passive Perception 15, blindsight 5 ft.
Languages understands Common and those known by its master, but can’t speak.
Challenge 1 (200 XP)

Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.

Swarm Construct. The scribeant swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny scarab. The swarm can regain hit points from magic, resting, and the mending cantrip.

Beautiful Craftwork. When immobile, the swarm is indistinguishable from a collection of cunningly-made statuettes or jewelry.

Actions

Gem-light Lance Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) radiant damage, or 3 (1d6) radiant damage if the swarm has half its hit points or fewer.

Scripture Spark Melee Weapon Attack: +5 to hit, reach 0 ft., one target within the swarm’s space. Hit: 7 (2d6) lighting damage, or 3 (1d6) lighting damage if the swarm has half its hit points or fewer.