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    Simulacrum Illusionist (Human Simulacrum Illusionist 10)


    Simulacrum Illusionist CR 9

    XP 6,400
    Male simulacrum human wizard (illusionist) 10
    NE Medium humanoid
    Init +5; Senses Perception +5

    DEFENSE

    AC 16, touch 12, flat-footed 15 (+1 deflection, +1 Dex, +4 shield)
    hp 92 (10d6+55) (includes 15 from false life)
    Fort +7, Ref +6, Will +9

    OFFENSE

    Speed 30 ft.
    Melee mwk dagger +5 (1d4–1/19–20)

    Illusionist School Abilities (CL 10th; concentration +19)

    10/day--invisibility field (as greater invisibility)
    8/day--blinding ray (blind or dazzle one creature)

    Wizard Spells Prepared (CL 10th; concentration +19, +6 ranged attack)

    5thcone of cold (DC 20), feeblemind (DC 20), empowered fireball (DC 18), shadow evocation (DC 22)
    4thconfusion (DC 19), greater invisibility, phantasmal killer (DC 21,x2), empowered scorching ray
    3rddispel magic, displacement, extended false life, fireball (DC 18), major image (DC 20)
    2ndinvisibility, minor image (DC 19), mirror image, resist energy, scorching ray, see invisibility
    1stcharm person (DC 16), magic missile (3), ray of enfeeblement, shield, silent image (DC 18)
    0arcane mark, ghost sound (DC 17), mage hand, mending, prestidigitation
    Prohibited Schools conjuration, transmutation

    TACTICS

    Before Combat If the simulacra suspect trouble is coming (such as if they hear combat in area I1, they cast extended false life, greater invisibility, and shield on themselves.

    During Combat The simulacra know they won’t last long in melee, and therefore do their best to rely on invisibility and ranged spells to keep foes from being able to directly engage them with ease.

    Morale The simulacra fight until destroyed.

    STATISTICS

    Str 8, Dex 12, Con 15, Int 20, Wis 10, Cha 14
    Base Atk +5; CMB +4; CMD 16
    Feats Combat Casting, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus (illusion), Improved Initiative, Scribe Scroll, Spell Focus (illusion), Toughness
    Skills Bluff +12, Knowledge (Arcana) +18, Knowledge (Nobility) +18, Knowledge (Planes) +13, Knowledge (Religion) +18, Linguistics +18, Perception +5, Sense Motive +10,  Spellcraft +18
    Languages Draconic, Giant, many others
    SQ extended illusions (5 rounds), summon familiar (none currently)
    Gear masterwork dagger, headband of intellect +2, cloak of resistance +2, ring of protection +1, noble’s outfit worth 200 gp, spellbook (contains only spells prepared)