Doppelganger Butcher

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<Monster Name> (CR 19)

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.


<insert descriptive text here>


GENERAL

CR 19 Hit Dice 30

XP 204,800

<alignment> <size> <racial keyword>

Init +8; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +29


DEFENSE

AC 43, touch 25, flat-footed 38 (+11 armor, +5 dex, +7 natural, +10 deflection)

hp 538

Fort +21, Ref +17, Will +17 <swap as needed; only one strong save>

Aura: -

SR: - <29, 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> +28 (3d8+4/19-20x2)

or: Single Melee Bite +28 (3d8+1/x2)

Full Melee 3x <melee weapon> +28 (3d8+4/19-20x2)

or: Full Melee Bite +28 (3d8+1/x2), 2x Claws +28 (3d6+1/x2), 2x Wings +28 (3d6+1/x2)

Ranged <optional ranged attack> +28 (3d8+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 +19; CMB +30; CMD 37

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 27>

<special attack damage (standard action): 10d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 5d6>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 48,750 gp


COMBAT TACTICS

<describe typical actions taken during combat here>