Medium construct, neutral evil
- Armor Class
- 12, 15
- Hit Points
- 99 (18d8 + 18)
- Speed
- 30 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Int +9, Wis +6
- Skills
- Arcana +13, History +13
- Damage Resistances
- ; bludgeoning, piercing, slashing (from stoneskin)
- Senses
- passive Perception 12
- Languages
- Common, Deep Speech (when it is angry or frustrated), Draconic, Elvish, Gnomish, Sylvan
Traits
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.
Actions
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Spellcasting
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: