12 (15 with mage armor)
99 (18d8 + 18)
30 ft.
Con +4, Cha +6
Arcana +6, Deception +6, History +6, Religion +6, Survival +4
darkvision 60 ft.
Common, Draconic, Elvish
5
+3
Simon has advantage on saving throws he makes to avoid or end the charmed condition on himself, and magic can't put him to sleep.
Simon carries a bag of holding, two pairs of sending stones, and a deathly token (see Spellcasting).
When Simon takes 20 or more damage from a single source or takes damage from a critical hit, he must roll on the Wild Magic Surge table in the Player's Handbook.
Simon makes three Quarterstaff or Chaos Bolt attacks. He can replace one attack with one use of Spellcasting.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 11 (2d10) force damage.
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) damage of a random type determined by rolling a d8: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder.
Roll a d6. On a roll of 1, Simon must roll on the Wild Magic Surge table in the Player's Handbook. On a roll of 2 or higher, Simon casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): • At will: mage hand, minor illusion, prestidigitation, speak with dead (Simon must be holding his deathly token to cast this spell) • 2/Day each: fog cloud, mage armor, magic missile, spider climb • 1/Day each: Bigby's hand, major image