THE SHARED REFERENCE Adventurer

Monster

Zorhanna's Simulacrum

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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

Magic Resistance

The simulacrum has advantage on saving throws against spells and other magical effects.

Simulacrum

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.

Spellcasting

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.

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