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Monster

Flimp Shagglecran

Small Humanoid · Lawful Neutral

Minsc and Boo's Journal of Villainy Page 32
Armor Class 21
Hit Points 137 (25d6 + 50)
Speed Walk 25 ft., Fly 25 ft., Swim 60 ft.
CR 9
STR 14 +2
DEX 10 +0
CON 14 +2
INT 18 +4
WIS 12 +1
CHA 11 +0

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 , a , , and . Flimp wields a . 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. 10 () Bludgeoning damage plus 3 () 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 () Acid damage.

Summon Steel Defender (1/Day)

Flimp summons a to aid him in combat. The panther has 24 hit points and is immune to Poison damage and the poison and 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.
Confirmation

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