Simulacrum
Magically Animated Fragments of Personality
A Simulacrum is a near-perfect magical duplicate of a living creature, sculpted from snow and shadow, and infused with a fragment of the original's personality. It walks and speaks like its original, mimicking its movements and powers. Yet, it cannot grow or learn.
A simulacrum is often created as an agent for its creator, serving as a spy, decoy, or disposable commander. Many serve their masters loyally, but some break their bindings and act of their own volition. A rare few simulacra become convinced that they are the true version of themselves and that the original is the imposter.
Simulacrum Lore
- Simulacra are powerful magical constructs crafted from shadow and ice that act as a copy of an original
- Simulacra are imbued with the fragments of original's personality, memories, and knowledge
- Powerful Archmages often create a Simulacrum of themselves to act as a servant
- Mages occasionally create a simulacrum of another creature, such as a powerful warrior or an important figure, to further their own goals
Simulacrum Tactics
- Acts as a Skirmisher, using Simulacrum Spellcasting and its flying speed to keep its distance
- Quite fragile, but resistance to physical damage of all types
- Uses illusory powers like Illusory Reality and Hypnotic Lure to confuse its foes
- Uses reality-bending abilities like Bend Space, Scatter, and Time Rift to control the battlefield
Simulacrum Statblocks
Explore three unique Simulacrum statblocks for 5E — from the classic arcane duplicate to the powerful Mastercraft Simulacrum and the illusory Simulacrum Mirrorblade. Whether you’re looking for a magical servant, a shadowy copy of your players, or a full-blown arcane boss, these flavorful constructs are ready to deploy.
Simulacrum
A Simulacrum is a clone of a powerful arcanist, created to serve or deceive. It copies the arcane prowess of the original and hides behind illusions.
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 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 Spellcasting.
Reality Splinters. Ranged Spell Attack: +9 to hit, range 90ft., one target. Hit 27 (4d10 + 5) force 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
Bend Space. When the simulacrum 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.
Protective Magic (2/day). The simulacrum casts Shield or Counterspell in response to being attacked or being targeted by a spell.
Mastercraft Simulacrum
Creating a Mastercraft Simulacrum is the pinnacle of arcane mastery. These copies are so powerful that they often don't even realize they are clones.
Mastercraft Simulacrum
Summoned with Foe FoundryMedium Humanoid (Construct*, Simulacrum)
AC 16 (Arcane Armor) Initiative +6 (16)
HP 102 (12d8 + 48)
Speed 30 ft., fly 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 6 | -2 | -2 |
Dex | 14 | +2 | +2 |
Con | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 22 | +6 | +10 |
Wis | 15 | +2 | +6 |
Cha | 12 | +1 | +1 |
Skills Arcana +10, History +10, Perception +6
Resistances Bludgeoning, Piercing, Slashing
Immunities Exhaustion, Poisoned
Senses Passive Perception 16
Languages Common
CR 12 (8,400 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 four Reality Splinters attacks. It may replace two attacks with a use of its Hypnotic Lure or Spellcasting.
Reality Splinters. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 22 (3d10 + 6) force damage.
Hypnotic Lure (Recharge 5-6). The simulacrum creates a Tiny Hypnotic Lure Token (AC/DC 16, 3 Charges) in an unoccupied space within 30 feet. While the Hypnotic Lure is active, all non-friendly creatures within 30 feet must use their movement and actions to attempt to attack the Hypnotic Lure.
Spellcasting. The simulacrum casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: Major Imagec, Greater Invisibilityc, Banishmentc (5th), Cone of Cold, Dispel Magic (5th), Lightning Bolt (5th), 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.
Simulacrum Mirrorblade
A Simulacrum Mirrorblade is created when a mage wants to copy a particularly skilled warrior or notable figure. The copy retains the martial prowess of the original, while being imbued with additional illusory magic.
Simulacrum Mirrorblade
Summoned with Foe FoundryMedium Humanoid (Construct*, Simulacrum)
AC 16 (Studded Leather Armor) Initiative +4 (14)
HP 78 (12d8 + 24)
Speed 40 ft.
Mod | Save | ||
---|---|---|---|
Str | 6 | -2 | -2 |
Dex | 18 | +4 | +7 |
Con | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 13 | +1 | +4 |
Cha | 16 | +3 | +3 |
Skills Athletics +1, Acrobatics +7, Stealth +7, Deception +6
Resistances Bludgeoning, Piercing, Slashing
Immunities Exhaustion, Poisoned
Senses Passive Perception 11
Languages Common
CR 7 (2,900 XP; PB +3)
Traits
Evasion. If the simulacrum is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the simulacrum instead takes no damage if it succeeds and half damage if it fails.
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.
Actions
Multiattack. The simulacrum makes three Reality-Shred Blades attacks.
Reality-Shred Blades. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage and 10 (4d4) force damage. On a hit, the target must make a DC 15 Constitution saving throw or be Blinded until the end of its next turn.
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 14.
Shred Space (Recharge 4-6). Immediately after hitting a creature with an attack, the simulacrum forces the creature to make a DC 15 Charisma save. On a failure, the creature is teleported to an unoccupied space on the ground or floor up to 60 feet away.
Simulacrum Encounter Ideas
Looking for encounter ideas involving Simulacrum monsters? These table-ready prompts add mystery, tension, and magical confusion to any 5E session and are perfect for one-shots, intrigue arcs, or sudden mirror duels.
- 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
- The PCs wander down a hall filled with silvor mirrors. Suddenly, the reflection of each party member steps out of the mirror as an exact duplicate (use Simulacrum or Simulacrum Mirrorblade). The duplicates genuinely believe themselves to be the real copies and the PCs are the imposters.
Simulacrum Adventure Ideas
Simulacra are plot hooks in disguise. These adventure ideas turn magical duplicates into story-driving forces, from rogue copies in the sewers to political schemes and identity crises.
- A nervous Mage hires the party to track down his rogue Simulacrum in the city sewers. It seems the mage did not perform the spell correctly, and the copy is a bit... off...
- An Archmage hires the PCs to kidnap a notable figure so that they can replace this figure with a Simulacrum. The kidnapping must be done in complete secret for the plan to succeed.
- An Archmage has secretly created a Simulacrum (or Simulacrum Mirrorblade) of the PCs and uses it to recruit or cajole the PCs into performing a quest on its behalf
- 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.