Doppelganger

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Doppelganger (CR 4)

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 study carefully and touch. Doppelgangers like handshakes and hugs and more intimate forms of touching, and one of the very few indicators of a doppelgangers takeover is a change in a person's demeanor to be nicer and more friendly.

But make no mistake: Doppelgangers are parasites. They add nothing to the society they infest. They have no worthwhile skills and really only want to take advantage of the most comfortable and wealthy position they can assume without much effort or risk of being caught. For this reason, Doppelgangers frequently assume the role of young wives or younger sons of nobility. They are also fond of impersonating clergy, although they have to be very careful or that sort of thing, getting a God mad at you is NOT good for your health.

On the very rare occasions when a Doppelganger is revealed without its shape shifting, the true extent of their alienness can be seen.


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 (+4 armor, +3 dex, +3 natural, +0 deflection)

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 +7; CMD 18

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>