Monster
Zorhanna's Simulacrum
Outside your table’s allowed sources
Official reference · KftGV · 2014
- Creature type
- Construct
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 99 (18d8 + 18)
- Speed
- Walk 30 ft.
- Challenge rating
- 12
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 20
- Wisdom
- 15
- Charisma
- 16
- Passive Perception
- 12
- Saving Throws
- int: +9; wis: +6
- Skills
- arcana: +13; history: +13
- Languages
- Common, Deep Speech (when it is angry or frustrated), Draconic, Elvish, Gnomish, Sylvan
- Resistances
- special: damage from spells, resist: bludgeoning, piercing, slashing; note: (from stoneskin); cond: True; preNote: nonmagical
Traits
The simulacrum has advantage on saving throws against spells and other magical effects.
The simulacrum can't regain expended spell slots or use the properties of the shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.) If the simulacrum drops to 0 hit points, it turns to snow and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna's vault tower.
Actions
Dagger
Melee Weapon Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The simulacrum is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The simulacrum can cast disguise self and invisibility at will and has the following wizard spells prepared:
At will: disguise self, invisibility
Spell slots: 0: spells: fire bolt, light, mage hand, prestidigitation, shocking grasp; 1: slots: 4; spells: detect magic, identify, mage armor, magic missile; 2: slots: 3; spells: detect thoughts, mirror image, misty step; 3: slots: 3; spells: counterspell, fly, lightning bolt; 4: slots: 3; spells: banishment, fire shield, stoneskin; 5: slots: 3; spells: cone of cold, scrying, wall of force; 6: slots: 1; spells: globe of invulnerability; 7: slots: 1; spells: teleport; 8: slots: 1; spells: mind blank*; 9: slots: 1; spells: time stop
*The simulacrum casts these spells on itself before combat.