Medium construct, Neutral Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 99 (18d8 + 18) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
| Saving Throws | Int +9, Wis +6 |
|---|---|
| Skills | Arcana +13, History +13 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing (from stoneskin) |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common, Deep Speech (when it is angry or frustrated), Draconic, Elvish, Gnomish, Sylvan |
| Challenge | 12 |
The simulacrum has advantage on saving throws against spells and other magical effects.
The simulacrum can't regain expended spell slots or use the properties of the shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.) If the simulacrum drops to 0 hit points, it turns to snow and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna's vault tower.
Melee or Ranged Attack Roll: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The simulacrum is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The simulacrum can cast disguise self and invisibility at will and has the following wizard spells prepared:
At will: disguise self, invisibility
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
Level 1 (4 slots): detect magic, identify, mage armor*, magic missile
Level 2 (3 slots): detect thoughts, mirror image, misty step
Level 3 (3 slots): counterspell, fly, lightning bolt
Level 4 (3 slots): banishment, fire shield, stoneskin*
Level 5 (3 slots): cone of cold, scrying, wall of force
Level 6 (1 slots): globe of invulnerability
Level 7 (1 slots): teleport
Level 8 (1 slots): mind blank*
Level 9 (1 slots): time stop