THE SHARED REFERENCE Adventurer

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.

Spellcasting

Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save DC 16):

At will: guidance, light

2/day each: aid, blur, cure wounds, shield

1/day each: blink, elemental weapon, fire shield

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