Doppelganger

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Doppelganger (CR 4)

Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.

<insert descriptive text here>


General

CR 4 Hit Dice 5

XP 1,200

<alignment> <size> <racial keyword>

Init +2; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +6


Defense

AC 20, touch 13, flat-footed 17 (+3 dex, +7 armor)

hp 50

Fort +7, Ref +3, Will +3 <swap as needed; only one strong save>

Aura: -

SR: - <14, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


Offense

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +8 (1d8+4/19-20x2)

or: Single Melee Bite +8 (1d8/x2)

Full Melee <melee weapon> +8 (1d8+4/19-20x2)

or: Full Melee Bite +8 (1d8/x2), 2x Claws +8 (1d6/x2)

Ranged <optional ranged attack> +8 (1d8+4/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


Statistics

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +4; CMB +9; CMD 20

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


Special Abilities

<special abilities should have a save DC 13>

<special attack damage (standard action): 2d6+1>

<special attack damage (aoe’s, swift actions or inflicting status effects): 1d6>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 1,125 gp


COMBAT TACTICS

<describe typical actions taken during combat here>