Flimp Shagglecran
Minsc and Boo's Journal of Villainy p. 32
- Size
- Small
- Type
- humanoid (gnome)
- Alignment
- lawful neutral
- AC
- 21 (plate +2, ring of protection)
- Hit Points
- 77 (14d6+28)
- Speed
- walk 25 ft., fly 25 ft., swim 60 ft.
- Saving Throws
- Con +6, Int +8
- Skills
- Arcana +8, History +8, Medicine +5
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- Common, Dwarvish, Giant, Gnomish
- Challenge
- 9
Traits
Infused Magical Items
Flimp is wearing a cloak of the manta ray, a ring of protection, plate armor +2, and winged boots. Flimp wields a warhammer +2. These items vanish 4 days after Flimp dies.
Gnome Cunning
Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.
Battle Smith
Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.
Spellcasting
Flimp is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Flimp has the following artificer spells prepared:
- Cantrips (at will): acid splash, fire bolt, guidance, light
- 1st level (4 slots): cure wounds, feather fall, shield
- 2nd level (3 slots): aid, blur, warding bond
- 3rd level (3 slots): aura of vitality, blink, elemental weapon
- 4th level (1 slot): fire shield
Actions
Multiattack
Flimp makes two weapon attacks.
Warhammer, +2
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
Summon Steel Defender (1/Day)
Flimp summons a metallic panther to aid him in combat. The panther has maximum Hit Points (24) and is immune to poison and being charmed.
recharge
1/DAY
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.
Spells
acid splash, fire bolt, guidance, light, cure wounds, feather fall, shield, aid, blur, warding bond, aura of vitality, blink, elemental weapon, fire shield
Spell Slots
0, 4, 3, 3, 1