Medium construct, Lawful Evil
| Armor Class | 10 |
|---|---|
| Hit Points | 24 (9d8 + 9) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 11 (+0) | 12 (+1) | 16 (+3) | 13 (+1) | 15 (+2) |
| Saving Throws | Int +5, Wis +3 |
|---|---|
| Skills | Arcana +5, Deception +4, History +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | Abyssal, Common, Giant, Infernal |
| Challenge | 1 |
Melee Spell Attack Roll: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.
The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.
The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.
The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips: acid splash*, light, minor illusion, shocking grasp*
Level 1 (2 slots): detect magic, disguise self, magic missile*
Level 2 (2 slots): invisibility, levitate, phantasmal force