Regeneration. Zinthara regains 10 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zinthara dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Innate Spellcasting. The Simulacrum's innate spellcasting ability is Intelligence (spell save DC 19, +12 to hit with spell attacks). Zinthara can innately cast the following spells, requiring no material components:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (5 slots): detect magic, identify, mage armor*, magic missile
2nd level (4 slots): detect thoughts, mirror image, misty step
3rd level (4 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (3 slot): globe of invulnerability, disintegrate
7th level (2 slot): teleport, whirlwind
8th level (2 slot): mind blank*, antimagic field
9th level (1 slot): time stop
*Zinthara casts these spells on herself before combat.
Multiattack. Zinthara makes three Piercer attacks.
Piercer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 5) slashing damage.
Horrid Touch (Recharge 5–6). Zinthara touches one creature within 10 feet of her. The target must succeed on a DC 18 Constitution saving throw or take (3d10) necrotic damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Zinthara magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
The simulacrum can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zinthara regains spent legendary actions at the start of her turn.
Horrifying Gaze (Costs 2 Actions). Zinthara turns her magical gaze toward one creature she can see within 60 feet of her and sow terror in their soul. The target must succeed on a DC 19 Wisdom saving throw or become frightened.
Arcane Quickening: Zinthara casts a spell at level 5 or below and expending a spell slot.
Enthrall: Zinthara targets one creature within 60 feet, forcing a DC 17 Charisma saving throw or becoming charmed for 1 minute.
Arcane Shield: Zinthara gains a temporary shield, adding +4 to her AC until the start of her next turn.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the simulacrum takes a lair action to cause one of the following effects; the simulacrum can’t use the same effect two rounds in a row:
• Magma erupts from a point on the ground the simulacrum can see within 60 feet of it, creating a 10-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
• A tremor shakes the lair in a 60-foot radius around the simulacrum. Each creature other than the simulacrum on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
• Lightning storm forms a cloud in a 20-foot-radius sphere centered on a point the simulacrum can see within 60 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 11 Constitution saving throw or be stunned until the end of its turn.
Previous Versions
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12/7/2024 3:19:04 PM
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Coming Soon
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