Monster
Flimp Shagglecran
Outside your table’s allowed sources
Official reference · MaBJoV · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 21 (+2 plate, cloak of protection)
- Hit points
- 137 (25d6 + 50)
- Speed
- Walk 25 ft., Fly 25 ft., Swim 60 ft.
- Challenge rating
- 9
- Alignment
- Lawful Neutral
- Strength
- 14
- Dexterity
- 10
- Constitution
- 14
- Intelligence
- 18
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- con: +6; int: +8
- Skills
- arcana: +8; history: +8; medicine: +5
- Senses
- darkvision 60 ft.
- Languages
- Common, Dwarvish, Giant, Gnomish
Traits
Battle Smith
Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.
Gnome Cunning
Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.
Special Equipment
Flimp wears a cloak of the manta ray, a cloak of protection, +2 plate armor, and winged boots. Flimp wields a +2 warhammer. These items vanish 4 days after Flimp dies.
Actions
Multiattack
Flimp makes two Magic Warhammer attacks.
Magic Warhammer
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
Hurl Acid (Recharge 6)
Flimp hurls a vial of acid at a location within 60 feet. Every creature within 10 feet of the target location must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) acid damage.
Summon Steel Defender (1/Day)
Flimp summons a metallic panther to aid him in combat. The panther has 24 hit points and is immune to poison damage and the poison and charmed conditions.
Reactions
Flash of Genius
When Flimp or another creature he can see within 30 feet of him makes an ability check or a saving throw, Flimp can use his reaction to add +4 to the roll.
Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save DC 16):
2/day each: aid, blur, cure wounds, shield
1/day each: blink, elemental weapon, fire shield