Dzaan's Clone
Icewind Dale: Rime of the Frostmaiden p. 271
- Size
- Medium
- Type
- humanoid
- Alignment
- lawful evil
- AC
- 10
- Hit Points
- 49 (9d8+9)
- Speed
- walk 30 ft.
- Saving Throws
- Int +5, Wis +3
- Skills
- Arcana +5, Deception +4, History +5
- Passive Perception
- 11
- Languages
- Abyssal, Common, Giant, Infernal
- Challenge
- 4
- Lineage
- Dzaan
Traits
Spellcasting
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 (at will): acid splash, light, minor illusion, shocking grasp
- 1st level (2 slots): detect magic, disguise self, magic missile*
- 2nd level (2 slots): invisibility, levitate, phantasmal force
- 3rd level (3 slots): fireball, sending, slow
- 4th level (3 slots): arcane eye, confusion
- 5th level (1 slot): animate objects
*See "Actions" below
Actions
Shocking Grasp (Cantrip)
Melee Spell Attack: +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.
Acid Splash (Cantrip)
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.
Magic Missile (1st-Level Spell; Requires a Spell Slot)
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.
Spells
acid splash, light, minor illusion, shocking grasp, detect magic, disguise self, magic missile, invisibility, levitate, phantasmal force
Spell Slots
0,4,3,3,3,1