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
STR
10
+0
DEX
11
+0
CON
12
+1
INT
16
+3
WIS
13
+1
CHA
15
+2

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

Other data

description