Arcane Abeyance (1/Short Rest). When the simulacrum casts a spell using a spell slot of 4th level or lower, it can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell has a spell attack bonus of +11 and a spell save DC of 19, and the spell treats the creature who released it as the caster for all other purposes.
Elven Accuracy. Whenever the simulacrum has advantage on an attack roll using Dexterity or Intelligence, it can reroll one of the dice once.
Fey Ancestry. The simulacrum has advantage on saving throws it makes to avoid or end the charmed condition on itself.
Lucky (3/Day). Whenever the simulacrum makes an attack roll, an ability check, or a saving throw, it can roll an additional d20. It can choose to do this after it rolls the die, but before the outcome is determined. It chooses which of the d20s is used for the attack roll, ability check, or saving throw.
Alternatively, when an attack roll is made against it, it can roll a d20, and then choose whether the attack uses the attacker's roll or its.
Magic Resistance. The simulacrum has advantage on saving throws against spells and other magical effects.
Spellcasting. The simulacrum is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The simulacrum has the following wizard spells prepared:
At will: blade ward, booming blade, fire bolt, gust, hold person (lowest level), mage hand (invisible), magic missile (lowest level), mind sliver
1/Short Rest: dispel magic (lowest level), summon fey (lowest level)
1/Day: detect thoughts
As a ritual: detect magic, find familiar, tenser’s floating disk, contact other plane, drawmij’s instant summons
1st level (4 slots): chromatic orb, detect magic, mage armor, magic missile
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): counterspell (reaction), dispel magic, fireball, summon fey
4th level (3 slots): dimension door, summon elemental
5th level (3 slots): contact other plane, wall of force
6th level (2 slots): chain lightning, sunbeam
7th level (1 slot): crown of stars, reverse gravity, simulacrum, teleport
8th level (1 slot): antimagic field, illusory dragon, mighty fortress
9th level (2 slots): gate, invulnerability, time stop
Momentary Stasis (5/Day). The simulacrum can magically force a Large or smaller creature it can see within 60 feet of it to make a DC 19 Constitution saving throw. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of the simulacrum’s next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
Fey Step (6/Day). The simulacrum can magically teleport up to 30 feet to an unoccupied space it can see.
Alternatively, it can touch one willing creature within 5 feet of it. That creature then teleports instead of it, appearing in an unoccupied space of its choice that it can see within 30 feet of it.
Telekinetic Shove. The simulacrum tries to telekinetically shove one creature it can see within 30 feet of it. When it does so, the target must succeed on a DC 19 Strength saving throw or be moved 5 feet toward it or away from it. A creature can willingly fail this save.
Chronal Shift (2/Day). After the simulacrum or a creature it can see within 30 feet of it makes an attack roll, an ability check, or a saving throw, it can force the creature to reroll. It makes this decision after it sees whether the roll succeeds or fails. The target must use the result of the second roll.
Convergent Future. When the simulacrum or a creature it can see within 60 feet of it makes an attack roll, an ability check, or a saving throw, it can ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (its choice).
When the simulacrum uses this feature, it gains one level of exhaustion. Only by finishing a long rest can it remove a level of exhaustion gained in this way.
Counterspell. See “Spellcasting”
Description
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.