Small humanoid, lawful neutral
- Armor Class
- 21 (+2 plate armor, cloak of protection)
- Hit Points
- 137 (25d6 + 50)
- Speed
- fly 25 ft., swim 60 ft., 25 ft.
- Challenge
- 9 (5,000 XP)
- 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
Traits
Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.
Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.
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
Flimp makes two Magic Warhammer attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
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.
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
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):