Once per day as a standard action; you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum movements as a free action. The image becomes more real as you advance in level. This ability is usable up to a maximum of 1 minute per level each day. The simulacrum combines the characteristics of the silent image (PH 279) and unseen servant (PH 297) spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant ; making no noise in the process; though it makes normal motions while traveling. If you have a fly speed; the image appears to fly when not in contact with the ground; otherwise; it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations.
When you attain 5th level; you gain more control over the simulacrum. At this point; it behaves more like a major image spell (PH 252); though it still performs actions like an unseen servant . As long as the simulacrum remains within 5 feet of your position (and you can direct it to do so as a free action); you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this
check; which is opposed by your opponents Sense Motive checks. If you are successful; your foes believe the image is you (and vice versa) for 1 round.
Once you reach 10th level; you can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body; using the simulacrum movement characteristics (ignoring terrain; flying; and the like). You can also perform any skill and ability checks using the simulacrum; as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks); but any such items that lose direct contact with it immediately dissipate. Phantom versions of your equipment do not have any of the magical or alchemical effects that your normal equipment has.
When you attain 15th level; the image can become more real at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus; the image can wield a sword; but if it shoots a bow; the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance. In addition;
you can now cast spells originating from the image as if with a project image spell (PH 265); with one exception. If you lose line of effect to the image; the effect does not end; you just cannot cast spells originating from the image until you gain line of effect again.
A mortalbane ability is a damaging spell-like ability that deals 2d6 points of additional damage when used against living nonoutsiders; but only half damage (rounded down) against outsiders; undead; and constructs. For example; if a mortalbane cone of cold froma gelugon would normally deal 45 points of damage; it actually deals 45 + 2d6 points of damage to a humanoid; but only 22 points of damage to a night hag. Creatures immune to cold--regardless of their type--still take no damage from a mortalbane cone of cold. Mortalbane can be applied to each of a creature's spell-like abilities five times per day; though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus; if a gelugon chooses to apply Mortalbane to its cone of cold ability; it can use a mortalbane cone of cold up to five times that day. Thereafter; it could use its cone of cold ability again normally (since it can use cone of cold at will).