Simulacrum (3.5e Creature)

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Simulacrum

Whether created by an Effigy Master, a mystic location or some other powerful source of illusion magic, a simulacrum is a construct made of ice and snow which appears to be a normal living creature through the power of illusion.

Simulacrum

CR 3

Unaligned Medium Construct
Init/Senses +1/Listen +2, Spot +2
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 39 (6 HD)
Fort/Ref/Will +3/+3/+4
Speed 30'
Melee Glamersword +5 melee (1d8+1)
Base Atk/Grp +4/+5
Special Actions Glamered, Imprinting
Abilities Str 13, Dex 13, Con 13, Int 15, Wis 15, Cha 15
Skills Bluff +11; Disguise +13 (+23 when Imprinted); Gather Information +11; Sense Motive +11
Advancement


It is important to note, however, that simulacra are entirely capable of using equipment, and usually will do so. Like most constructs, a simulacrum's true power comes to the fore when gifted with some basic mundane and magical equipment. Here is a sample simulacrum which has been given a magic shield, a magic breastplate, and a Frost Sword -- all equipment which is well within the capabilities of an Effigy Master to acquire or produce. While the simulacrum is still a "CR 3 Creature" -- once it has been armed and equipped it is much more formidable.

Note: While the alignment reads "unaligned", Simulacrums have the same alignment as their creators.

Simulacrum with Equipment

CR 3

Unaligned Medium Construct
Init/Senses +1/Listen +2, Spot +2
AC 22, touch 11, flat-footed 21
(+1 Dex, +7 Armor (Magic Breastplate), +4 Shield (Magic Shield))
hp 39 (6 HD)
Fort/Ref/Will +3/+3/+4
Speed 30'
Melee Frost Sword +7 melee (1d8+3, +5 Cold Damage)
Base Atk/Grp +4/+5
Special Actions Glamered, Imprinting
Abilities Str 13, Dex 13, Con 13, Int 15, Wis 15, Cha 15
Skills Bluff +11; Disguise +13 (+23 when Imprinted); Gather Information +11; Sense Motive +11
Advancement
Special Ability Ignore first 5 points of nonlethal damage (from armor)
Special Ability +2 bonus on bull rush attempts (from shield)



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