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

A magical duplicate cloaked in ice and illusion, the Simulacrum mirrors its creator’s power but lacks a soul — a haunting arcane construct for 5E.

Simulacrum Tactics

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 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 Summoner's Rift or Spellcasting.

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

Summoner's Rift (Recharge 6). The simulacrum magically creates a Medium Summoner's Rift Token (AC/DC 15, 2 Charges) at an unoccupied space it can see within 30 feet. Each turn that the rift is active, on initiative count 0, roll a d20. On a 1-5 a new Summoner's Rift is created at an unoccupied location within 30 feet of the original. Otherwise, 1 Gargoyle arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Gargoyle use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.

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.

This monster has 13 unique powers and 9 possible variations. Generate your own.
Summon your own Simulacrum

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 Foundry

Medium 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 Spellcasting.

Reality Splinters. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 22 (3d10 + 6) force damage.

Runic Wards (Recharge 5-6). The simulacrum creates a Tiny Runic Wards Token (AC/DC 16, 3 Charges) in an unoccupied space within 30 feet. While the Runic Wards is active, it grants immunity to all damage to all friendly creatures within 10 feet.

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.

This monster has 13 unique powers and 9 possible variations. Generate your own.
Summon your own Mastercraft Simulacrum

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 Foundry

Medium 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

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 next attack against the target has advantage until the end of the simulacrum's next turn.

Bonus Actions

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.

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.

Harassing Retreat (1/day). When a hostile creature ends movement within 5 feet of the simulacrum, it may move up to half its movement. As part of this reaction, it may make an attack against the triggering creature.

This monster has 10 unique powers and 27 possible variations. Generate your own.

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.