Armor Class 21 ({@item +2 plate armor||+2 plate}, {@item cloak of protection})
Hit Points 137 (25d6 + 50)
Speed 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
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 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.
Multiattack. Flimp makes two Magic Warhammer attacks.
Magic Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
Hurl Acid (Recharge 5–6). 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 (6d6) acid damage.
Summon Steel Defender (1/Day). 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.
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.
MaBJoV, p. 32