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Flimp Shagglecran
- STR
- 14 (+2)
- DEX
- 10 (+0)
- CON
- 14 (+2)
- INT
- 18 (+4)
- WIS
- 12 (+1)
- CHA
- 11 (+0)
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.
Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save DC 16):
At will: guidance, light
2/day each: aid, blur, cure wounds, shield
1/day each: blink, elemental weapon, fire shield
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.
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Source: Minsc and Boo's Journal of Villainy, p. 32 - Licenses and attribution