Ice Assassin (5e Spell)
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|Casting time:||8 hours|
|Components:||V, S, M (ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the ice; and powdered diamond worth at least 20,000 gp, all of which the spell consumes)|
You create a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but the original creature, who always sees the ice assassin as an animated ice statue of themself. Creatures familiar with the original can discern that the ice assassin is a duplicate with a successful Intelligence (Investigation) or Wisdom (Perception) check, contested against your spell save DC. The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original.
The ice assassin possesses the same statistics as the original creature, with the following changes:
- The ice assassin can cast the locate creature spell at will.
- The ice assassin is immune to cold damage, and vulnerable to fire damage.
The ice assassin uses the locate creature spell as often as it is able in an attempt to locate the original creature. If its quarry is outside the range of that spell, it must its own cleverness or advice of others to track the original.
The ice assassin is friendly to you and creatures you designate. It obeys your spoken or mental commands (see below), 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.
While the ice assassin is within 1 mile of you, you possess a telepathic link with the ice assassin, and when you focus your willpower, you can see a clear image of the area surrounding the ice assassin as if you were targeting it with the scrying spell. If the ice assassin travels further than 1 mile away from you, it continues to function and seek out its nemesis, but you have no direct control over it.
Damage to the ice assassin can be repaired in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains.
If the ice assassin is reduced to 0 hit points by any damage type other than fire, it explodes into a burst of icy shrapnel. Each creature within a 20-foot radius of the ice assassin must make a Dexterity saving throw, taking 10d6 cold damage on a failed save, and half as much damage on a successful one. An ice assassin slain by fire damage simply melts into a pool of water.
When you cast this spell, any ice assassins previously created by you are instantly destroyed, and melt into a pool of water.