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.
Spellcasting. Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save DC 16):
1/day each: blink, elemental weapon, fire shield
2/day each: aid, blur, cure wounds, shield
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). 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.
Flimpius Theodore Shagglecran (known to his friends as Flimp) is a gnome artificer who hails from the island nation of Lantan. Flimp has an appearance unlike any other gnome on Faerûn. Dressed in plate armor with hooks and pouches for keeping his many inventions, Flimp is always accompanied by his ornery, but entirely mechanical, dog named Metallison.