Doppelganger Feeder: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.10 -->
[[Category:CR 11]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:doppelganger_feeder_1.png|584px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Doppelganger Feeder ([[Monster_Templates_and_Roles#Killers|Killer Role]]) (CR 11) ==
| CR | 11
Doppelgangers are a strange race of shape shifters that act as parasites of entire civilizations.  Their mindset is alien compared to most humanoid races, and their ability to steal the identity of others triggers nearly universal revulsion.  Doppelgangers may exactly and perfectly mimic anyone they have had a chance to touch for a few seconds.
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


What is not widely known about Doppelgangers, is that they come in many castes.  They all have the ability to perfectly mimic other creatures, and they are all parasites that subsist upon the civilizations of others, but the Doppelgangers do not care very much about that at all.
| MonsterName = Doppelganger Feeder


The reason that Doppelgangers are so little engaged with the other societies is two-fold:
| Image = doppelganger_feeder_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


First, Doppelgangers are really, truly alien, both in their natural appearance and in their mental and spiritual processes.  They have no souls, nor do they have spirits.  They aren't even really alive in the same way as other races, and it is unclear if they even eat food or breathe air.  They have very little in common with other races.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Killer
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


Second, Doppelgangers are utterly and completely consumed by their warPlain [[Doppelganger]]s (CR 4) are little more than mindless drones, pawns that exist to breed and infiltrate the worldThe higher level Doppelgangers are the ones who are aware of their secret war and they are responsible for prosecuting it, to the exclusion of all other tasks.  Everything is devoted to the War, every waking moment consumed with prosecuting the War or building up to make another attack.
| Description = Doppelgangers are a strange race of shape shifters that act as parasites of entire civilizationsTheir mindset is alien compared to most humanoid races, and their ability to steal the identity of others triggers nearly universal revulsion.  Doppelgangers may exactly and perfectly mimic anyone they have had a chance to touch for a few seconds.


On the very rare occasions when a Doppelganger has been captured and interrogated, their answers, made in Kern, make no sense at allThe Doppelgangers seem to be at war with themselves, absolutely and implacably.  No outsider has ever figured out what factions or divisions exist in Doppelganger 'society', if such a thing can even be said to exist.
:What is not widely known about Doppelgangers, is that they come in many castesThey all have the ability to perfectly mimic other creatures, and they are all parasites that subsist upon the civilizations of others, but the Doppelgangers do not care very much about that at all.


Most Doppelgangers placidly subsist on the largess of the societies they infest.  But other Doppelgangers are much more sinister and menacing, and are ruthlessly driven to seek out and destroy other Doppelgangers.  Whether a Doppelganger will see another as foe or ally seems completely random.
:The reason that Doppelgangers are so little engaged with the other societies is two-fold:


It should be noted that Doppelgangers and Vampires, where they co-exist, are unrelenting enemies as wellDoppelgangers and Vampires both infest and feed off of larger societies, and so they see each other as competitorsBoth factions will seek to destroy the other whenever they come into contact.
:First, Doppelgangers are really, truly alien, both in their natural appearance and in their mental and spiritual processes.  They have no souls, nor do they have spiritsThey aren't even really alive in the same way as other races, and it is unclear if they even eat food or breathe airThey have very little in common with other races.


Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certainFeeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers.  A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangersIt then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.
:Second, Doppelgangers are utterly and completely consumed by their war.  Plain [[Doppelganger]]s (CR 4) are little more than mindless drones, pawns that exist to breed and infiltrate the worldThe higher level Doppelgangers are the ones who are aware of their secret war and they are responsible for prosecuting it, to the exclusion of all other tasksEverything is devoted to the War, every waking moment consumed with prosecuting the War or building up to make another attack.


Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumption.  They go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.  
:On the very rare occasions when a Doppelganger has been captured and interrogated, their answers, made in Kern, make no sense at all. The Doppelgangers seem to be at war with themselves, absolutely and implacably.  No outsider has ever figured out what factions or divisions exist in Doppelganger 'society', if such a thing can even be said to exist.


Doppelganger Feeders are completely uninterested in human beingsThey will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlessly.  Doppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whore. Any occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them. 
:Most Doppelgangers placidly subsist on the largess of the societies they infestBut other Doppelgangers are much more sinister and menacing, and are ruthlessly driven to seek out and destroy other DoppelgangersWhether a Doppelganger will see another as foe or ally seems completely random.


From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.
:It should be noted that Doppelgangers and Vampires, where they co-exist, are unrelenting enemies as well.  Doppelgangers and Vampires both infest and feed off of larger societies, and so they see each other as competitors.  Both factions will seek to destroy the other whenever they come into contact.


Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.
:Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certain.  Feeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers.  A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangers.  It then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.


The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territoryDoppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.
:Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumptionThey go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.  


Vampires prey on the same flock as the lower-level DoppelgangersVampires are competitors, and Feeders act to take them out.
:Doppelganger Feeders are completely uninterested in human beings.  They will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlessly.  Doppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whoreAny occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them.


Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers.  Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.
:From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.


=== GENERAL ===
:Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.
'''CR''' 11  '''Hit Dice''' 16


'''XP''' 25,600 ([[Monster_Templates_and_Roles#Killers|Killer]] Role Included)
:The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territory.  Doppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.


NE, Medium, Protean
:Vampires prey on the same flock as the lower-level Doppelgangers.  Vampires are competitors, and Feeders act to take them out.


'''Init''' +9 (includes Killer bonus); '''Senses''' [[Lifesense]] 60 ft. (used to find other Doppelgangers, but will detect anything living and usefully picks out vampires as well), any sense the Stolen Form has, Perception +17
:Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers.  Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.


=== DEFENSE ===
| Alignment = Neutral Evil
'''AC''' 31, '''touch''' 20, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''hp''' 458 (Killer bonus included)
| Size = Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Fort''' +14, '''Ref''' +11, '''Will''' +11
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Protean
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''Aura:''' -
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''SR:''' -  
| Subtype-Notes =
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''Special Defenses:''' -


'''Immunities:''' -
| NudgeBasicLoreValue = +2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Weaknesses:''' -
| NudgeFullLoreValue = +4
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| Lore-Notes =  
'''Speed''' 30 ft., Climbing 30 ft, also see Twisted Step
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Shifting Bite +19 (3d8+11/x2)
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Full Melee''' Shifting Bite +19 (3d8+11/x2), 2x Snatching Claws +19(3d6+4/x2), Extra Limbs +19 (3d8+11/x2)
| Nudge-Ambush-Chance = -2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Ranged''' None, but see Twisted Step
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Special Attacks''' Twisted Step, Ripping Meld, Stolen Form, Skinship


'''Action Points''' 0 (Killer Role does not include an Action Point)
| Senses = [[Standard Senses]], [[Lifesense]] 60 ft., plus as Stolen Form
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


=== STATISTICS ===
| NudgePerception =  
'''Str''' 16, '''Dex''' 14, '''Con''' 18, '''Int''' 14, '''Wis''' 16, '''Cha''' 14
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Base Atk''' +11; '''CMB''' +17; '''Maneuver Defense:''' 27
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Feats''' -
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Skills''' Bluff +16, Sense motive +16, Intimidate +16, Stealth +16
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Languages''' Kern, plus up to three languages the Stolen Form possesses
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


=== SPECIAL ABILITIES ===
; Stolen Form (Ex)
As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR 14.  While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities.  While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).  Note that Feeders always retain their strange lifesense ability as well.


If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment.  If the Doppelganger Feeder is reduced to half hit points while in a Stolen Form, it loses control and will revert to its own true form regardless as a free action.  When this occurs, the creeping unnatural appearance of this reversion induces paranoia in humanoids.  All creatures who see it must make a Will save against a DC of 21 or gain the [[Nervous]] condition until the end of the combat, as they wonder who among their allies and friends might be a doppelganger as well.
<!--  SAVING THROWS  -->


; Skinship (Ex)
| Fort = S
While attacking with melee in its true shape the Doppelganger uses the stats listed above.  In addition, once per round as a swift action, the Doppelganger may make a touch attack (+14 to hit vs touch AC) against one adjacent foe, regardless of the form it is using.  If this touch attack is successful, the Doppelganger's shape will begin to shift toward that creature's appearance, it gains a +2 bonus to to-hit rolls against the touched creature until the beginning of the creature's next turn, and the doppelganger will heal hit points equal to its current CR (usually 11).  If any creature touched by Skinship is reduced to negative hit points by any Doppelganger, any Doppelgangers who have touched it with Skinship may reactivate Stolen Form as a free action, instantly assuming the form of the fallen creature, and instantly healing the doppelganger an amount of hit points equal to half the impersonated creature's maximum hit points.
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


; Ripping Meld (Ex)
| NudgeFort =
While attacking with melee in its true shape the Doppelganger uses the stats listed above.  In addition, once per round as a swift action, a Doppelganger Feeder may press its flesh against an adjacent victim, oozing a thousand tiny needle-sharp tendrils within clothing, armor, fur, and then with a wrench, rip large swaths of the victims body loose for consumption. This is resolved as a melee touch attack (+14 to hit vs touch AC).  If the touch attack succeeds, they take 6d6 of piercing/slashing damage.  A successful Fortitude save, DC 20, halves this damage.
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


; Twisted Step (Su)
| SpecialDefenses =
While attacking with melee in its true shape the Doppelganger uses the stats listed above.  In addition, once per round as a swift action, a Doppelganger Feeder may take a weird staggering step that seems to make it 'fall out of reality'. The Doppelganger Feeder may teleport up to thirty feet, and when it arrives it may make a Ripping Meld attack as a free action.  Using Ripping Meld in this way does not use up their normal Ripping Meld for the round.
  <!-- Put any DR or ER values here -->


=== TREASURE ===
| StrongAgainst =  
sell value of approximately 13,000 gp (Killer Bonus included)
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Immune (no effect):'''''                                                                  -->


=== COMBAT TACTICS ===
| Hide-Role-Strong-Against-1 =  
Doppelganger Feeders are incredibly dangerous in melee combat, and they know it.  If they are forced into combat, they will use Twisted Step immediately to take cover and stealth, if possible. They will then attack from stealth, using Twisted Step to close and gain the free Ripping Meld, dropping their Stolen Form at the same time to force their victims into the Nervous state.  Then they will downgrade their move action to a swift action and perform another Ripping Meld, and then they will either perform a standard melee attack with Shifting Bite or they will downgrade their standard action to a swift action and use Skinship to set up some healing.  (YIKES!)
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->


Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or use Twisted Step and perform a free Ripping Meld on somebody else.  (DOUBLE YIKES!)
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases.  If they are flanked or surrounded, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


Feeders attack, then attack, then attack some more. The damage is heavy and relentless and does not stop, ever.  Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more. They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


Doppelganger Feeders are a Killer class mob, they should be approached with care!
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 30 ft., [[Lesser Climb]] 30 ft., plus as Stolen Form
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Shifting Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Snatching Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName = Extra Limbs
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +1
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 16
| Dex = 14
| Con = 18
| Int = 14
| Wis = 16
| Cha = 14
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Sense Motive
| Skill3 = Intimidate
| Skill4 = Stealth
| Skill5 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Kern, plus as Stolen Form
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Stolen Form
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR {{#expr:{{#var:Special1-CR}}+3}}.  While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities.  While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).  Note that Feeders always retain their strange lifesense ability as well.
 
If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment.  If the Doppelganger Feeder is reduced to half hit points ({{#var:Special1-Hit-Points}}) while in a Stolen Form, it loses control and will revert to its own true form regardless, as a free action.  When this occurs, the creeping unnatural appearance of this reversion induces paranoia in humanoids.  All creatures who see it must make a Will save against a DC of {{#var:Special1SaveDC}} or gain the [[Nervous]] condition until the end of the combat, as they wonder who among their allies and friends might be a doppelganger as well.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints = 0.50
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Skinship
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above. 
 
:In addition, once per round as a swift action, the Doppelganger may make a touch attack (+{{#var:Special2TouchAttack}} vs touch AC) against one adjacent foe, regardless of the form it is using.  If this touch attack is successful, the Doppelganger's shape will begin to shift toward that creature's appearance, it gains a +2 circumstance bonus to to-hit rolls against the touched creature until the beginning of the creature's next turn, and the doppelganger will heal hit points equal to its current CR (usually {{#var:Special2-CR}}).  If any creature touched by Skinship is reduced to negative hit points by any Doppelganger, any Doppelgangers who have touched it with Skinship may reactivate Stolen Form as a free action, instantly assuming the form of the fallen creature, and instantly healing the doppelganger an amount of hit points equal to half the impersonated creature's maximum hit points.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Ripping Meld
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above.  In addition, once per round as a swift action, a Doppelganger Feeder may press its flesh against an adjacent victim, oozing a thousand tiny needle-sharp tendrils within clothing, armor, fur, and then with a wrench, rip large swaths of the victims body loose for consumption.  This is resolved as a melee touch attack (+{{#var:Special3TouchAttack}} vs touch AC).  If the touch attack succeeds, they take {{#var:Special3SwiftDmg}} of piercing/slashing damage.  A successful Fortitude save, DC {{#var:Special3SaveDC}}, halves this damage.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Twisted Step
 
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above. 
 
:In addition, once per round as a swift action, a Doppelganger Feeder may take a weird staggering step that seems to make it 'fall out of reality'. The Doppelganger Feeder may teleport up to thirty feet, and when it arrives it may appear adjacent to and almost merged into a victim, before it pulls away with a horrible slow wrenching tear.  It may make a Ripping Meld attack (see above) as a free action.  Using Ripping Meld in this way does not use up their normal Ripping Meld for the round.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Doppelganger Feeders are incredibly dangerous in melee combat, and they know it.  If they are forced into combat, they will use Twisted Step immediately to take cover and stealth, if possible. They will then attack from stealth, using Twisted Step to close and gain the free Ripping Meld, dropping their Stolen Form at the same time to force their victims into the Nervous state.  Then they will downgrade their move action to a swift action and perform another Ripping Meld, and then they will either perform a standard melee attack with Shifting Bite or they will downgrade their standard action to a swift action and use Skinship to set up some healing.  (YIKES!)
 
:Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or use Twisted Step and perform a free Ripping Meld on somebody else.  (DOUBLE YIKES!)
 
:Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases.  If they are flanked or surrounded, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.
 
:Feeders attack, then attack, then attack some more.  The damage is heavy and relentless and does not stop, ever.  Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more.  They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.
 
:Doppelganger Feeders are a Killer class mob, they should be approached with care!
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Doppelganger Feeders seem to have an uncanny knack for mimicing victims and falling into their routines, but when they are on their own?  What they do with their time, IF they do anything with their time, is a complete mystery. They seem to have no existence outside their weird, alien mission/vocation/lifestyle, of finding, murdering and eating some portion of their fellow Doppelgangers...and of course all those who stumble upon their depredations.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 02:57, 11 October 2017

Doppelganger Feeder (KillerCR 11)

Neutral Evil - Medium - Protean
Lore: Know (Local)
24 41
Basic DC Full DC
Initiative
Initiative Icon 2.png
22
Perception:
28 +18
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
32
Monster Health
484 242 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +8
Will: +8

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 1x Shifting Bite +18 (3d10+25/x2)
    as undefined damage type
  • 1x Snatching Claws +18 (3d6+10/x2)
    as undefined damage type

Full Attack (Melee):

  • 1x Shifting Bite +18 (3d10+25/x2)
    as undefined damage type
  • 4x Snatching Claws +18 (3d6+10/x2)
    as undefined damage type
  • 1x Extra Limbs +18 (3d10+25/x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
14
DEX
18
CON
14
INT
16
WIS
14
CHA

Skills:

Languages: Kern, plus as Stolen Form

Feats:

Special Abilities

Stolen Form (Ex)

As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR 3. While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities. While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points). Note that Feeders always retain their strange lifesense ability as well.

If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment. If the Doppelganger Feeder is reduced to half hit points () while in a Stolen Form, it loses control and will revert to its own true form regardless, as a free action. When this occurs, the creeping unnatural appearance of this reversion induces paranoia in humanoids. All creatures who see it must make a Will save against a DC of or gain the Nervous condition until the end of the combat, as they wonder who among their allies and friends might be a doppelganger as well.

Skinship (Ex)

While attacking with melee in its true shape the Doppelganger uses the stats listed above.

In addition, once per round as a swift action, the Doppelganger may make a touch attack (+ vs touch AC) against one adjacent foe, regardless of the form it is using. If this touch attack is successful, the Doppelganger's shape will begin to shift toward that creature's appearance, it gains a +2 circumstance bonus to to-hit rolls against the touched creature until the beginning of the creature's next turn, and the doppelganger will heal hit points equal to its current CR (usually ). If any creature touched by Skinship is reduced to negative hit points by any Doppelganger, any Doppelgangers who have touched it with Skinship may reactivate Stolen Form as a free action, instantly assuming the form of the fallen creature, and instantly healing the doppelganger an amount of hit points equal to half the impersonated creature's maximum hit points.
Ripping Meld (Ex)

While attacking with melee in its true shape the Doppelganger uses the stats listed above. In addition, once per round as a swift action, a Doppelganger Feeder may press its flesh against an adjacent victim, oozing a thousand tiny needle-sharp tendrils within clothing, armor, fur, and then with a wrench, rip large swaths of the victims body loose for consumption. This is resolved as a melee touch attack (+ vs touch AC). If the touch attack succeeds, they take of piercing/slashing damage. A successful Fortitude save, DC , halves this damage.

Twisted Step (Su)

While attacking with melee in its true shape the Doppelganger uses the stats listed above.

In addition, once per round as a swift action, a Doppelganger Feeder may take a weird staggering step that seems to make it 'fall out of reality'. The Doppelganger Feeder may teleport up to thirty feet, and when it arrives it may appear adjacent to and almost merged into a victim, before it pulls away with a horrible slow wrenching tear. It may make a Ripping Meld attack (see above) as a free action. Using Ripping Meld in this way does not use up their normal Ripping Meld for the round.

Swift As Death (Ex; Killer Role) Always On
Killers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above).
Doppelganger Feeder

Doppelganger Feeder

This creature possesses the Killer role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

Doppelgangers are a strange race of shape shifters that act as parasites of entire civilizations. Their mindset is alien compared to most humanoid races, and their ability to steal the identity of others triggers nearly universal revulsion. Doppelgangers may exactly and perfectly mimic anyone they have had a chance to touch for a few seconds.
What is not widely known about Doppelgangers, is that they come in many castes. They all have the ability to perfectly mimic other creatures, and they are all parasites that subsist upon the civilizations of others, but the Doppelgangers do not care very much about that at all.
The reason that Doppelgangers are so little engaged with the other societies is two-fold:
First, Doppelgangers are really, truly alien, both in their natural appearance and in their mental and spiritual processes. They have no souls, nor do they have spirits. They aren't even really alive in the same way as other races, and it is unclear if they even eat food or breathe air. They have very little in common with other races.
Second, Doppelgangers are utterly and completely consumed by their war. Plain Doppelgangers (CR 4) are little more than mindless drones, pawns that exist to breed and infiltrate the world. The higher level Doppelgangers are the ones who are aware of their secret war and they are responsible for prosecuting it, to the exclusion of all other tasks. Everything is devoted to the War, every waking moment consumed with prosecuting the War or building up to make another attack.
On the very rare occasions when a Doppelganger has been captured and interrogated, their answers, made in Kern, make no sense at all. The Doppelgangers seem to be at war with themselves, absolutely and implacably. No outsider has ever figured out what factions or divisions exist in Doppelganger 'society', if such a thing can even be said to exist.
Most Doppelgangers placidly subsist on the largess of the societies they infest. But other Doppelgangers are much more sinister and menacing, and are ruthlessly driven to seek out and destroy other Doppelgangers. Whether a Doppelganger will see another as foe or ally seems completely random.
It should be noted that Doppelgangers and Vampires, where they co-exist, are unrelenting enemies as well. Doppelgangers and Vampires both infest and feed off of larger societies, and so they see each other as competitors. Both factions will seek to destroy the other whenever they come into contact.
Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certain. Feeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers. A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangers. It then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.
Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumption. They go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.
Doppelganger Feeders are completely uninterested in human beings. They will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlessly. Doppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whore. Any occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them.
From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.
Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.
The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territory. Doppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.
Vampires prey on the same flock as the lower-level Doppelgangers. Vampires are competitors, and Feeders act to take them out.
Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers. Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.

Combat Tactics

Doppelganger Feeders are incredibly dangerous in melee combat, and they know it. If they are forced into combat, they will use Twisted Step immediately to take cover and stealth, if possible. They will then attack from stealth, using Twisted Step to close and gain the free Ripping Meld, dropping their Stolen Form at the same time to force their victims into the Nervous state. Then they will downgrade their move action to a swift action and perform another Ripping Meld, and then they will either perform a standard melee attack with Shifting Bite or they will downgrade their standard action to a swift action and use Skinship to set up some healing. (YIKES!)

Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or use Twisted Step and perform a free Ripping Meld on somebody else. (DOUBLE YIKES!)
Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases. If they are flanked or surrounded, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.
Feeders attack, then attack, then attack some more. The damage is heavy and relentless and does not stop, ever. Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more. They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.
Doppelganger Feeders are a Killer class mob, they should be approached with care!

Out of Combat

Doppelganger Feeders seem to have an uncanny knack for mimicing victims and falling into their routines, but when they are on their own? What they do with their time, IF they do anything with their time, is a complete mystery. They seem to have no existence outside their weird, alien mission/vocation/lifestyle, of finding, murdering and eating some portion of their fellow Doppelgangers...and of course all those who stumble upon their depredations.

Rewards

XP: 25,600 (Killer role included.)

Treasure: Sellable Goods worth 18,750 gp.

Weight: 220 lbs.     Volume: 8.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)