Infused Magical Items. Amos is wearing a cloak of the manta ray, a ring of protection, plate armor +2, and winged boots. Amos wields a warhammer +2. These items vanish 4 days after Amos dies.
Limited Telepathy. Amos can telepathically speak to any creature he can see within 30 feet of you. He doesn't need to share a language with the creature for it to understand his telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing him to transmit and receive only simple ideas and straightforward concepts.
Telepathic Insight. Amos' mind’s connection to the world around him strengthens his will. Amos have advantage on all Wisdom and Charisma saving throws.
Battle Smith. Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.
Spellcasting. Amos is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Amos has the following artificer spells prepared:
Cantrips (at will): acid splash, fire bolt, guidance, light
1st level (4 slots): cure wounds, feather fall, shield
2nd level (3 slots): aid, blur, warding bond
3rd level (3 slots): aura of vitality, blink, elemental weapon
4th level (1 slot): fire shield
Multiattack. Amos makes two weapon attacks.
Warhammer, +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.
Summon Steel Defender (1/Day). Amos summons a metallic panther to aid him in combat. The panther has maximum hit points (24) and is immune to poison and being charmed.
Flash of Genius. When Amos or another creature he can see within 30 feet of him makes an ability check or a saving throw, Amos can use his reaction to add +4 to the roll