Clone Wars: Simulacrum Statblocks and Story Hooks

A Simulacrum is one of the most narratively rich and tactically flexible spells in the game. It lets you create a near-perfect magical copy of a creature, usually to serve as a spy, decoy, or disposable agent. But for GMs, it's also a storytelling goldmine.

Simulacrums are perfect for:

  • Want your party to fight the villain early without killing the real villain?
  • Need a morally weird plot twist where two NPCs claim to be the original?
  • Want a reason for a mid-tier caster to throw out top-tier spells and vanish in a puff of snow?

Unfortunately, the Monster Manual doesn’t offer any simulacrum statblocks — which means you’re left cobbling one together in a rush. That’s where Foe Foundry comes in. Our monster generator lets you create flavorful simulacra with custom powers, themes, and roles. From sneaky illusionists to unnerving mirror-fighters, we’ve got statblocks that feel like shadow-copies instead of just reskinned mages.

Foe Foundry Simulacrum Statblocks

With Foe Foundry you can generate hundreds of different versions of these statblocks by combining unique and interesting powers. These are just a couple examples. With the Foe Foundry Monster Generator you can re-forge any of these statblocks with the roll of a die.

Statblock CR Description
Simulacrum 9 Shadowy copy of a spellcaster useful as an agent
Mastercraft Simulacrum 12 Simulacrum so real it doesn't always know it's a copy
Simulacrum Mirrorblade 7 Illusory copy of a notable warrior

Simulacrum

Summoned with Foe Foundry

Medium Humanoid (Construct*, Simulacrum)

AC 16 (Arcane Armor) Initiative +6 (16)

HP 90 (12d8 + 36)

Speed 30 ft., fly 30 ft.

Mod Save
Str 6 -2 -2
Dex 14 +2 +2
Con 16 +3 +3
Mod Save
Int 20 +5 +9
Wis 14 +2 +6
Cha 12 +1 +1

Skills Arcana +9, History +9, Perception +6

Resistances Bludgeoning, Piercing, Slashing

Immunities Exhaustion, Poisoned

Senses Passive Perception 16

Languages Common

CR 9 (5,000 XP; PB +4)

Traits

Illusory Nature. Whenever the simulacrum is hit by an attack, it fades out of existence and re-appears in an unoccupied location up to 15 feet away.

Magic Resistance. The simulacrum has advantage on saves against spells and other magical effects.

Actions

Multiattack. The simulacrum makes three Reality Splinters attacks. It may replace two attacks with a use of its Illusory Reality or Spellcasting.

Reality Splinters. Ranged Spell Attack: +9 to hit, range 90ft., one target. Hit 27 (4d10 + 5) force damage.

Illusory Reality (Recharge 5-6). The simulacrum creates a Huge Illusory Reality Token (AC/DC 15, 3 Charges) in an unoccupied space within 30 feet. While the Illusory Reality is active, it creates a 30 foot emanation. Any creature that starts its turn within the emanation must make a DC 15 Intelligence save. On a failure, the creature rolls a d6 and suffers the following effects until the start of its next turn. On a 1-2 it is Charmed, on a 3-4 it is Frightened, and on a 5-6 it is Dazed.

Spellcasting. The simulacrum casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

1/day each: Major Imagec, Banishmentc, Dispel Magic (4th), Greater Invisibilityc, Lightning Bolt (4th), Cone of Cold, Wall of Forcec, Chain Lightning

Bonus Actions

Misty Step (2/day). The simulacrum teleports up to 60 feet to an unoccupied space it can see.

Reactions

Protective Magic (2/day). The simulacrum casts Shield or Counterspell in response to being attacked or being targeted by a spell.

Summon your own Simulacrum

Simulacrum


6 Interesting Simulacrum Powers

Simulacrum Spellcasting

Traits

Illusory Nature. Whenever the simulacrum is hit by an attack, it fades out of existence and re-appears in an unoccupied location up to 15 feet away.

Spellcasting

Spellcasting. The simulacrum casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

1/day each: Dispel Magic, Lightning Bolt, Major Imagec, Banishmentc, Greater Invisibilityc, Cone of Cold, Wall of Forcec, Chain Lightning

Used by Mastercraft Simulacrum (CR 12), Simulacrum (CR 9)

Simulacrum Spellcasting grants some iconic illusion spells, like Major Image and Greater Invisibility, and the Illusory Nature ability which plays up the evasive and only partially real nature of the Simulacrum.

Bend Space

Reactions

Bend Space. When the wizard would be hit by an attack, it teleports and exchanges position with an ally it can see within 60 feet of it. The ally is then hit by the attack instead.

Used by Mage, Simulacrum

Scatter

Actions

Scatter (Recharge 5-6). The wizard forces up to 2 creatures it can see within 30 feet to make a DC 14 Charisma save. On a failure, the target is teleported to an unoccupied space within 120 feet that the wizard can see. The space must be on the ground or on a floor.

Used by Mage, Simulacrum

Bend Space and Scatter are also teleportation-themed abilities that play up the slightly unnerving nature of a shadow-clone and also are quite useful tactically to keep the simulacrum at a distance, since it is very much a glass cannon statblock.

Illusory Reality

Actions

Illusory Reality (Recharge 5-6). The wizard creates a Huge Illusory Reality Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the Illusory Reality is active, it creates a 30 foot emanation. Any creature that starts its turn within the emanation must make a DC 11 Intelligence save. On a failure, the creature rolls a d6 and suffers the following effects until the start of its next turn. On a 1-2 it is Charmed, on a 3-4 it is Frightened, and on a 5-6 it is Dazed.

Used by Lich, Spirit, Mage, Simulacrum

This is a fun power that creates an interactive Token that alters the battlefield with an illusory region that can charm and confuse the simulacrum's foes. Place this in key bottlenecks or chokepoints during the encounter to keep positioning dynamic.

Mirror Image

Bonus Actions

Mirror Images (1/day). The simulacrum magically creates three illusory duplicates of itself as in the Mirror Image spell. The duplicates have AC 12.

Used by Illusionist Archmage (CR 12), Illusionist Primagus (CR 16), Simulacrum Mirrorblade (CR 7)

Phantom Mirage

Reactions

Phantom Mirage (1/day). When the simulacrum becomes Bloodied, it creates 4 illusory duplicates of itself in unoccupied spaces within 30 feet. The duplicates vanish at the end of the simulacrum's next turn or when struck by an attack. When a creature makes an attack against the simulacrum that creature must roll a d6 for each duplicate. On a roll of 1, the attack hits a duplicate instead.

Used by Mage, Ogre, Simulacrum, Mimic

Both Mirror Image and Phantom Mirage are illusory-themed powers that help extend the survivability of the Simulacrum. One advantage of Phantom Mirage is that I designed this rules text to be a lot simpler for the DM to remember than the Mirror Image rules.


Simulacrum Plot Hooks

Using a Simulacrum offers some wonderful opportunities for unique and unexpected adventure hooks like these:

  • When the party rescues an important NPC that they are seeking, they find the NPC as well as a Simulacrum copy of the NPC bound together, arguing over which one is the real one
  • The PCs are accosted by the Simulacrum of the Archmage controlling this region, acting as its agent. The agent demands the customary tribute for entering its masters territory: a magic item or a secret piece of magical lore
  • The PCs enter a town entirely populated by Simulacrum copies of a reclusive Archmage whose tower is at the center of the strange settlement. The copies all say their master has gone mad after creating a powerful magical artifact one moon ago
  • An Archmage Primagus recently died, and her three Mastercraft Simulacrum apprentices are at war with each other, each attempting to claim they are the true successor of their master's will. The copies attempt to involve the PCs as pawns in their complex intrigue against each other, offering them valuable information, magic, or treasure for their assistance.

See Foe Foundry Simulacrum Adventure Ideas for more table-ready Simulacrum lore and adventures!

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