Simulacrum Illusionist CR 9
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)
5th—cone of cold (DC 20), feeblemind (DC 20), empowered fireball (DC 18), shadow evocation (DC 22)
4th—confusion (DC 19), greater invisibility, phantasmal killer (DC 21,x2), empowered scorching ray
3rd—dispel magic, displacement, extended false life, fireball (DC 18), major image (DC 20)
2nd—invisibility, minor image (DC 19), mirror image, resist energy, scorching ray, see invisibility
1st—charm person (DC 16), magic missile (3), ray of enfeeblement, shield, silent image (DC 18)
0—arcane mark, ghost sound (DC 17), mage hand, mending, prestidigitation
Prohibited Schools conjuration, transmutation
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.
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)