Flimp Shagglecran

Small humanoid (gnome), Lawful Neutral

Armor Class

21 (plate +2, ring of protection)

Hit Points

77 (14d6 + 28)

Speed

walk 25 ft., fly 25 ft., swim 60 ft.

Saves

Con +6, Int +8

Skills

Arcana +8, History +8, Medicine +5

Senses

darkvision 60 ft.

Languages

Common, Dwarvish, Giant, Gnomish

Challenge

9

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.