21 (plate +2, ring of protection)
77 (14d6 + 28)
walk 25 ft., fly 25 ft., swim 60 ft.
Con +6, Int +8
Arcana +8, History +8, Medicine +5
darkvision 60 ft.
Common, Dwarvish, Giant, Gnomish
9
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.
Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.
Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.
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
Flimp makes two weapon attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
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.