waterdeep dragon heist

(Jeff_L) #1

12


NIHILOOR
The illithid Nihiloorworks for Xanathar, spending its
days creating intellect devourers and setting them loose
in the sewers ofWaterdeep. Each intellect devourer at-
tacks the first humanoid it encounters, us ing its victim
as a puppet to spy on the city and relay information back
to Nihiloor. Occasionally, an intellect devourer is in-
structed to seek out a particular kind of target, such as a
member of the City Guard or the City Watch. Sometimes
its instructions will include orders to capture specific
Waterdavians and bring them to Skullport, where they
can be enslaved or ransomed.
Nihiloor has an alien mind, and it considers itself
Xanathar's equal. It has no interest in supplanting the
beholder, however, preferring to operate in the shadows
and pursue its own fell schemes.

GAME STATISTICS
Nihiloor is a mfad flayer.

NtHhOOR

APPENDIX B 1 MONSTERS AND NPCS

NIMBLEWRIGHT
A nimblewright is a magical construct c reated to serve
as a guard or assassin. Composed predominantly of
lightweight wood and powered by magic, it can pass for
humanoid while wearing clothing. Some nimblewrights
wear plain clothing, while others are clad in flashier
attire. A nimblewright is emotionless, its face frozen in
whatever expression was given to it by its creator.
Duelist. A nimblewright moves like a dancer and
fights like a swashbuckler, using dodges and parries to
avoid damage while deftly skewering its foes.
Constructed Nature. A nimblewright doesn't require
air, food, drink, or sleep. Damage it takes can be re-
paired with mending spells, but a nimblewright reduced
to 0 hit points is permanently destroyed.

NIMBLEWRIGHT
Medium construct, unaligned

Armor Class 18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.

STR
12 (+l)

DEX
18 (+4)

Saving Throws Dex +6

CON
17 (+3)

INT
8 (-1)

Skills Acrobatics +8, Perception +2

WIS
10 (+O)

CHA
6 (-2)

Damage Resistances bludgeoning, piercing, and slashing from
nonrnagical attacks
Condition Immunities exhaustion, frightened, petrified,
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands one language known to its creator but
can't speak
Challenge 4 (l , 100 XP) • ,

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

Magic Weapons. The nimblewright's weapon attacks
are magical.
Repairable. As long as it has at least l hit point remaining,
the nimblewright regains l 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.

ACTION S
Multiattac;k. The nimblewright makes three attacks: two with
its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +6 to hiti reach S ft., one target.
Hit: 8 (ld8 + 4) piercing damage.

Dagger. Melee or Ranged Weapon Attack~+6 to hit, reach S ft. or
range 20/ 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

REACTIONS
Parry. The nimblewright adds 2 to Its AC against one melee at-
tack that would hit i t. To do so, the nimblewright must see the
attacker and be wielding-a melee weae,on.
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