Simulacrum¶
We're still working on the lore for this creature, but the stats are ready to go!
Simulacrum Statblocks¶
Simulacrum¶
Simulacrum
Summoned with Foe FoundryMedium 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 Reality. 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 Spellcasting.
Reality Splinters. Ranged Spell Attack: +9 to hit, range 90ft., one target. Hit 27 (4d10 + 5) force damage.
Blizzard (Recharge 5-6). The simulacrum summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 15, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 18 Constitution saving throw. On a failed save, it takes 35 (10d6) cold damage and is Frozen (escape DC 18). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 18 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.
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.