Doppelganger Eliminator: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.11 -->
[[Category:CR 22]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:doppelganger_4.jpg|684px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Doppelganger Eliminator (Killer Role) (CR 22) ==
| CR | 22
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 Eliminator


The reason that Doppelgangers are so little engaged with the other societies is two-fold:
| Image = doppelganger_4.jpg
  <!-- 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, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


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 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.
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes |
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank -->
  <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                        -->
  }}</onlyinclude>


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.
| Description = {{:Doppelgangers}}


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.
: In the weird, shadowy world of Doppelgangers, Doppelganger Eliminators are the solution to problemsIn the War, Eliminators are used to crush enemy strongholds and destroy important foesOf course, since Eliminators serve on all sides of that weird, ineffable conflict, they frequently come into conflict with one another.  


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 competitors.  Both factions will seek to destroy the other whenever they come into contact.
: Eliminators are haughty and dangerous creatures, and unlike most Doppelgangers, they can never impersonate creatures below size Large.  They will stoop to imitating mere beasts if it serves their mission, but far more frequently they will imitate Giants, or their most preferred mimickry, dragonsEliminators are perfectly capable of slaying the lesser ranks of dragons, and will take their place without hesitation if they can arrange such a thing.


In the weird, shadowy world of Doppelgangers, Doppelganger Eliminators are the solution to problemsIn the War, Eliminators are used to crush enemy strongholds and destroy important foesOf course, since Eliminators serve on all sides of that weird, ineffable conflict, they frequently come into conflict with one another.  
: Despite their apparent arrogance, Eliminators seem to be of a lesser status than other Doppelgangers, such as the brilliant and inscrutable ConsulsIt is common for an Eliminator, or a working pair of Eliminators, to be 'working for' a ConsulIt is much rarer for Eliminators to work with lower ranking Doppelganger, but given the fluid and deeply concealed nature of Doppelganger 'society', it's not impossible.


Eliminators are haughty and dangerous creatures, and unlike most Doppelgangers, they can never impersonate creatures below size LargeThey will stoop to imitating mere beasts if it serves their mission, but far more frequently they will imitate Giants, or their most preferred mimickry, dragons.  Eliminators are perfectly capable of slaying the lesser ranks of dragons, and will take their place without hesitation if they can arrange such a thing.
: It should be noted that Doppelganger Eliminators are probably not the highest ranking Doppelgangers in existenceIf there are Doppelgangers of greater power, however, they are so rare or so well hidden, then the best sages, mages, cyphers, and scribes can only speculate as to the details of these shadowy behemoths.


Despite their apparent arrogance, Eliminators seem to be of a lesser status than other Doppelgangers, such as the brilliant and inscrutable Consuls.  It is common for an Eliminator, or a working pair of Eliminators, to be 'working for' a Consul.  It is much rarer for Eliminators to work with lower ranking Doppelganger, but given the fluid and deeply concealed nature of Doppelganger 'society', it's not impossible.
| Alignment = Neutral Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


It should be noted that Doppelganger Eliminators are probably not the highest ranking Doppelgangers in existence.  If there are Doppelgangers of greater power, however, they are so rare or so well hidden, then the best sages, mages, cyphers, and scribes can only speculate as to the details of these shadowy behemoths. 
| Size = Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


=== GENERAL ===
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
'''CR''' 22  '''Hit Dice''' 39
| Type | Protean
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''XP''' 1,230,000 (Killer Role Bonus included)
| 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>


NE, Large, Protean
| Subtype-Notes =
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''Init''' +17 (Includes Killer Bonus); '''Senses''' lifesense 120 ft, Plus as Stolen FOrm, Perception +44


=== DEFENSE ===
| NudgeBasicLoreValue = +2
'''AC''' 48, '''touch''' 36, '''flat-footed''' 42 (+12 armor, +6 dex, +9 natural, +11 deflection)
  <!-- 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 -->


'''hp''' 1540 (Killer Role Bonus Included)
| NudgeFullLoreValue = +2
  <!-- 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 -->


'''Fort''' +23, '''Ref''' +19, '''Will''' +19
| Lore-Notes =
  <!-- 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) -->


'''Aura:''' - or as Stolen Form


'''SR:''' - 32
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Special Defenses:''' - or as Stolen Form
| Nudge-Ambush-Chance =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Immunities:''' - or as Stolen Form
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Weaknesses:''' - or as Stolen Form


=== OFFENSE ===
| Senses = [[Standard Senses]], [[Lifesense]] 120 ft., plus any from Stolen Form
'''Speed''' 50 ft., climb 50 ft, Swim 50 ft, or, 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]], [[Mindsense]]                    -->


'''Space / Reach:'''  10 ft. / 10 ft. or as Stolen Form
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Single Melee''' 2x Raging Bite +39 (6d8+30/x2) + Ripping Embrace, +33 vs touch (10d6+4, save for half)
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Full Melee'''
| NudgeTouchAC =
* 2x Raging Bite +39 (6d8+30/x2)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
* 2x Slipping Claws +39 (6d6+10/x2)
* Ripping Embrace +33 vs touch (10d6+4, save for half)


'''Ranged''' Eruption of Spite +39 (8d8+18/x2), 30 foot cone AOE 
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Attacks''' Stolen Form, Skinship, Seed Mass, Twisting Jaunt, Ripping Embrace
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Action Points''' 0 (killers do not get action points)


=== STATISTICS ===
<!--  SAVING THROWS  -->
'''Str''' 38, '''Dex''' 22, '''Con''' 30, '''Int''' 16, '''Wis''' 18, '''Cha''' 18


'''Base Atk''' +22; '''CMB''' +36; '''Maneuver Defense:''' 40
| Fort = S
| 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                              -->


'''Feats'''
| NudgeFort = +1
* Selective Spell (EFFECT: Exclude up to three allies from their AOE attacks)
| NudgeRefl =
* Combat Reflexes (EFFECT: Up to 7 attacks of opportunity)
| NudgeWill = -1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


'''Skills''' Bluff +44, Sense motive +44, Intimidate +47, Knowledge, Local, +40
| SpecialDefenses =
  <!-- Put any DR or ER values here -->


'''Languages''' Kern, up to three others as Stolen Form
| StrongAgainst =
  <!-- 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):'''''                                                                  -->


=== SPECIAL ABILITIES ===
| Hide-Role-Strong-Against-1 =  
; Stolen Form (Ex)
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->
As a standard action, or by using Skinship in combat (see below), a Doppelganger Eliminator may assume the form of any other Large or larger creature up to CR 25.  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 Eliminators always retain their strange lifesense ability as well.


If a Doppelganger Eliminator 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 Eliminator 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 31 or gain the [[Trembling]] condition until the end of the combat, as they wonder who among their allies and friends might be a doppelganger as well. If this save is made, they instead suffer the [[Nervous]] condition until the end of the combat.
| 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))    -->


; Skinship (Ex)
| Hide-Subtype-Strong-Against-1 =
While attacking with melee in its true shape the Doppelganger uses the stats listed above.  In addition, once per normal attack it makes, the Doppelganger may make a touch attack (+27 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 22).  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.
| 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)) -->


; Ripping Embrace (Ex)
| WeakAgainst =
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 Eliminator 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.  If the touch attack succeeds, the victim is allowed to make a Fortitude save against a DC of 31.  If this save fails, they take 10d6+4 of piercing/slashing damage.  A successful save halves this damage.
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


; Twisted Jaunt (Su)
| Hide-Type-Weak-Against-1 =
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 Eliminator may take a weird writhing leap that seems to make it 'fall out of reality'. The Doppelganger Eliminator may teleport up to fifty feet, and when it arrives it may make a Ripping Embrace attack as a free action.  Using Ripping Embrace in this way does not use up their normal Ripping Embrace for the round.
| 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)) -->


; Seed Mass
| MoveTypes = [[Walk]] 50 ft., [[Greater Climb]] 50 ft., [[Greater Swim]] 50 ft., plus any from Stolen Form
As a move action, a Doppelganger Eliminator may rip loose and fling away a portion of its own flesh.  This causes it no harm. The Eliminator may throw this mass of flesh, a Seed Mass, to any square within fifty feet it has line of effect to. If it does not have line of sight, it scatters as a splash weapon. When it lands, the Seed Mass is treated as a minion, with the same armor class and saves as the Doppelganger Eliminator. It has no movement, and takes its action on the initiative tick after it is thrown. A Seed Mass is mindless and does not move. It fills a space as an enemy creature, and can be moved around by forced movement. On its initiative, it activates its only power, Flensing Aura, which fills a five-by-five square area centered on its space.  Flensing Aura acts as Skinblister on all enemy creatures who enter or begin their turn in the aura.  Flensing Aura inflicts 5d6+3 points of dessication damage (resisted by ER x/-), with a Fort save versus DC 31 for half damage. All creatures who take damage from Flensing Aura (even those who make the save) develop a gigantic, disgusting, fluid filled blister somewhere on their bodies.  The round after they are afflicted by Flensing Aura, the blister bursts.  A Reflex save against a DC 31 means no further ill effects accrue.  If this save is failed, the victim is Entangled until the end of the combat by the disgusting organic debris left by the blister.
  <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
  <!--  [[Vaulting]]                                          -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


Made or not, each burst blister spawns a CR 4 Doppelganger which is under the control of the Eliminator and acts on its current initiative.
| 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) -->


=== TREASURE ===
| NudgeReach =  
sell value of approximately 400,000 gp (Killer Role Bonus included)
  <!-- 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) -->


=== COMBAT TACTICS ===
 
Doppelganger Eliminators can mimic some pretty serious opponents.  It is not uncommon for them to mimic maximum CR Dragons and giants and use those attacks until they have taken half damage.  They will then drop Stolen Form for the debuffs and wade into melee combat, seeking to sow as many Seed Masses as possible and get as many Skinship's running as they can manage.
 
<!--  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 = Raging Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus Skinship
  <!-- 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    -->
 
| Override-Pri-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Pri-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list 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 = Slipping Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes = plus Skinship
  <!-- 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    -->
 
| Override-Sec-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Sec-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list 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 =
  <!-- 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    -->
 
| Override-Ter-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ter-Atk--Full-Atk-Damage--Notes =  
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list 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    -->
 
| Override-Qua-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Qua-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list 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 = Eruption of Spite
  <!-- 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 = 50
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 1
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = as desiccation (exotic energy) damage, Reflex save, DC {{#var:Special1SaveDC}}, for half.
  <!-- 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            -->
 
| Override-Ranged-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ranged-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit = 50-foot cone, enemies only
  <!-- 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 =
  <!-- 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 = +1
  <!-- 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 = 33
| Dex = 21
| Con = 31
| Int = 16
| Wis = 17
| Cha = 18
 
 
<!--  FEATS  -->
 
| Feat1 = Combat Reflexes
| Feat2 = Selective Spell
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Sense Motive
| Skill3 = Intimidate
| Skill4 = Knowledge (Local)
| Skill5 =
 
| NudgeSkill1 =
| NudgeSkill2 = +2
| NudgeSkill3 = +2
| NudgeSkill4 = -3
| 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, Common, Thanic, plus any from Stolen Form
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 = Y
  <!-- 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 may assume the form of any other creature up to CR {{#expr:{{#var:Special1-CR}}+2}}.  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 abiltiies, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).
 
: If a Doppelganger using Stolen Form is engaged in combat, it will endeavor to flee as soon as possible.  If the Doppelganger is reduced to half hit points while in a Stolen Form, it loses control and will revert to its own true form.  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 =
  <!-- 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 = Once the Stolen Form is lost, the Doppelganger will usually attack in a terrible frenzy.  While attacking in its true shape it uses the stats listed above.  In addition, once per round as a swift action, the Doppelganger may make a touch attack against one adjacent foe (+{{#var:Special2TouchAttack}}).  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 Hit Dice ({{#var:Special2-Hit-Dice}} hit points).  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 Embrace
 
| 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 = Once per round as a swift action, if the doppelganger is in its true form, it 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 ability deals piercing/slashing (physical) damage, and cannot critically hit.
 
::: '''Ripping Embrace''' +{{#var:Special3TouchAttack}} vs. Touch AC ({{#var:Special3AlphaDmg}}), Fort save, DC {{#var:Special3SaveDC}}, for half.
 
  <!--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 Jaunt
 
| 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 = Once per round as a swift action, if the Doppelganger Eliminator is in its true form, it may take a weird writhing leap that seems to make it 'fall out of reality'. The Doppelganger Eliminator may teleport up to 50 feet, and when it arrives it may make a Ripping Embrace attack as a free action.  Using Ripping Embrace in this way does not use up their normal Ripping Embrace 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 = Seed Mass
 
| Ability-5-Type = Ex
  <!--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 = As a move action, a Doppelganger Eliminator may rip loose and fling away a portion of its own flesh.  This causes it no harm.  The Eliminator may throw this mass of flesh, a Seed Mass, to any square within 50 feet it has line of effect to.  If it does not have line of sight, it scatters as a [[Splash Weapon]]. When it lands, the Seed Mass is treated as a minion, with the same armor class and saves as the Doppelganger Eliminator.  It has no movement, and takes its action on the initiative tick immediately after it is thrown.  A Seed Mass is mindless and does not move.  It fills a space as a sized-medium enemy creature, and can be moved around by forced movement.
 
: On its initiative, it activates its only power, Flensing Aura, which fills a 25-foot (5x5) square area centered on its space.  Flensing Aura affects all enemy creatures who enter or begin their turn in the aura.  Flensing Aura inflicts {{#var:Special5StandardDmg}} points of dessication (exotic energy) damage, with a Fort save, DC {{#var:Special5SaveDC}}, for half damage.  All creatures who take damage from Flensing Aura (even those who make the save) develop a gigantic, disgusting, fluid-filled blister somewhere on their bodies.  The round after they are afflicted by Flensing Aura (on the Seed Mass' turn), the blister bursts.  A Reflex save against a DC {{#var:Special5SaveDC}} means no further ill effects accrue.  If this save is failed, the victim is [[Entangled]] until the end of the combat by the disgusting organic debris left by the blister.
 
: Regardless of whether the save is made or not, each burst blister spawns a CR 4 [[Doppelganger]] which is under the control of the Eliminator and acts on its current initiative.
 
  <!--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 = Spell Resistance
 
| Ability-6-Type = Su
  <!--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 = Doppelganger Eliminators have spell resistance.  In order to affect them with a spell or spell-like ability, the caster must first make a [[Caster Check]] versus the Eliminator's [[Maneuver Defense]] value ({{#var:Special1-Maneuver-Defense}}).  If the check is successful, the spell or spell-like ability is resolved as normal.  If the caster check fails, the spell is cast, but does not affect the Eliminator in any way.
 
  <!--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 Eliminators can mimic some pretty serious opponents.  It is not uncommon for them to mimic maximum CR giants and other large creatures, and uses those attacks until they have taken half damage.  They will then drop Stolen Form for the debuffs and wade into melee combat, seeking to sow as many Seed Masses as possible and get as many Skinship's running as they can manage.


Eliminators are vicious and cagey fighters, and will use Twisted Jaunt and Ripping Embrace to maximum effect, combined with Seed Mass, to pop around the combat sowing havoc and confusion in all directions.  Fights against Eliminators are weird, wild, fast moving, crowded, and dangerous.
Eliminators are vicious and cagey fighters, and will use Twisted Jaunt and Ripping Embrace to maximum effect, combined with Seed Mass, to pop around the combat sowing havoc and confusion in all directions.  Fights against Eliminators are weird, wild, fast moving, crowded, and dangerous.


Once they have been forced to reveal themselves, Eliminators will attack furiously and relentlessly.  The Seed Mass power with the Flensing Aura's causes the terrain to alter drastically during the fight, and demands that players either adapt to changing conditions or devote attacks to eliminating the Seed Masses. Eliminator will frequently use Twisted Jaunt for the free Ripping Embrace attack, use their move action to throw a Seed Mass every round, and either make a standard attack, or lower their standard action to a swift action and perform a second ripping embrace.
Once they have been forced to reveal themselves, Eliminators will attack furiously and relentlessly.  The Seed Mass power with the Flensing Aura's causes the terrain to alter drastically during the fight, and demands that players either adapt to changing conditions or devote attacks to eliminating the Seed Masses. Eliminator will frequently use Twisted Jaunt for the free Ripping Embrace attack, use their move action to throw a Seed Mass every round, and either make a standard attack, or lower their standard action to a swift action and perform a second ripping embrace.
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Revision as of 22:40, 29 October 2017

Doppelganger Eliminator (KillerCR 22)

Neutral Evil - Large - Protean
Lore: Know (Local)
46 61
Basic DC Full DC
Initiative
Initiative Icon 2.png
40
Perception:
46 +36
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
48
Man Def
Shield Icon 3.png
49
Monster Health
2,712 1,356 42
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +25
Refl: +19
Will: +18

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+32
Sword Icon 3.png
Man Off
+36
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 1x Raging Bite +32 (6d10+69/x2)
    as undefined damage type
    plus Skinship
  • 1x Slipping Claws +32 (6d6+30/x2)
    as undefined damage type
    plus Skinship

Full Attack (Melee):

  • 2x Raging Bite +32 (6d10+69/x2)
    as undefined damage type
    plus Skinship
  • 4x Slipping Claws +32 (6d6+30/x2)
    as undefined damage type
    plus Skinship

Standard Attack (Ranged):

  • 2x Eruption of Spite (50-foot cone, enemies only -- auto-hit) (6d10+69/x2)
    as undefined damage type
    (Increment: 50 ft.; Max Range: 50 ft.)
    as desiccation (exotic energy) damage, Reflex save, DC , for half.

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

33
STR
21
DEX
31
CON
16
INT
17
WIS
18
CHA

Skills:

Languages: Kern, Common, Thanic, plus any from Stolen Form

Feats:

Special Abilities

Stolen Form (Ex)

As a standard action, or by using Skinship in combat (see below), a Doppelganger may assume the form of any other creature up to CR 2. 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 abiltiies, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).

If a Doppelganger using Stolen Form is engaged in combat, it will endeavor to flee as soon as possible. If the Doppelganger is reduced to half hit points while in a Stolen Form, it loses control and will revert to its own true form. 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)

Once the Stolen Form is lost, the Doppelganger will usually attack in a terrible frenzy. While attacking in its true shape it uses the stats listed above. In addition, once per round as a swift action, the Doppelganger may make a touch attack against one adjacent foe (+). 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 Hit Dice ( hit points). 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 Embrace (Ex)

Once per round as a swift action, if the doppelganger is in its true form, it 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 ability deals piercing/slashing (physical) damage, and cannot critically hit.

Ripping Embrace + vs. Touch AC (), Fort save, DC , for half.

Twisted Jaunt (Su)

Once per round as a swift action, if the Doppelganger Eliminator is in its true form, it may take a weird writhing leap that seems to make it 'fall out of reality'. The Doppelganger Eliminator may teleport up to 50 feet, and when it arrives it may make a Ripping Embrace attack as a free action. Using Ripping Embrace in this way does not use up their normal Ripping Embrace for the round.

Seed Mass (Ex)

As a move action, a Doppelganger Eliminator may rip loose and fling away a portion of its own flesh. This causes it no harm. The Eliminator may throw this mass of flesh, a Seed Mass, to any square within 50 feet it has line of effect to. If it does not have line of sight, it scatters as a Splash Weapon. When it lands, the Seed Mass is treated as a minion, with the same armor class and saves as the Doppelganger Eliminator. It has no movement, and takes its action on the initiative tick immediately after it is thrown. A Seed Mass is mindless and does not move. It fills a space as a sized-medium enemy creature, and can be moved around by forced movement.

On its initiative, it activates its only power, Flensing Aura, which fills a 25-foot (5x5) square area centered on its space. Flensing Aura affects all enemy creatures who enter or begin their turn in the aura. Flensing Aura inflicts points of dessication (exotic energy) damage, with a Fort save, DC , for half damage. All creatures who take damage from Flensing Aura (even those who make the save) develop a gigantic, disgusting, fluid-filled blister somewhere on their bodies. The round after they are afflicted by Flensing Aura (on the Seed Mass' turn), the blister bursts. A Reflex save against a DC means no further ill effects accrue. If this save is failed, the victim is Entangled until the end of the combat by the disgusting organic debris left by the blister.
Regardless of whether the save is made or not, each burst blister spawns a CR 4 Doppelganger which is under the control of the Eliminator and acts on its current initiative.

Spell Resistance (Su)

Doppelganger Eliminators have spell resistance. In order to affect them with a spell or spell-like ability, the caster must first make a Caster Check versus the Eliminator's Maneuver Defense value (). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the Eliminator in any way.

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 Eliminator

Doppelganger Eliminator

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 3) 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.

In the weird, shadowy world of Doppelgangers, Doppelganger Eliminators are the solution to problems. In the War, Eliminators are used to crush enemy strongholds and destroy important foes. Of course, since Eliminators serve on all sides of that weird, ineffable conflict, they frequently come into conflict with one another.
Eliminators are haughty and dangerous creatures, and unlike most Doppelgangers, they can never impersonate creatures below size Large. They will stoop to imitating mere beasts if it serves their mission, but far more frequently they will imitate Giants, or their most preferred mimickry, dragons. Eliminators are perfectly capable of slaying the lesser ranks of dragons, and will take their place without hesitation if they can arrange such a thing.
Despite their apparent arrogance, Eliminators seem to be of a lesser status than other Doppelgangers, such as the brilliant and inscrutable Consuls. It is common for an Eliminator, or a working pair of Eliminators, to be 'working for' a Consul. It is much rarer for Eliminators to work with lower ranking Doppelganger, but given the fluid and deeply concealed nature of Doppelganger 'society', it's not impossible.
It should be noted that Doppelganger Eliminators are probably not the highest ranking Doppelgangers in existence. If there are Doppelgangers of greater power, however, they are so rare or so well hidden, then the best sages, mages, cyphers, and scribes can only speculate as to the details of these shadowy behemoths.

Combat Tactics

Doppelganger Eliminators can mimic some pretty serious opponents. It is not uncommon for them to mimic maximum CR giants and other large creatures, and uses those attacks until they have taken half damage. They will then drop Stolen Form for the debuffs and wade into melee combat, seeking to sow as many Seed Masses as possible and get as many Skinship's running as they can manage.

Eliminators are vicious and cagey fighters, and will use Twisted Jaunt and Ripping Embrace to maximum effect, combined with Seed Mass, to pop around the combat sowing havoc and confusion in all directions. Fights against Eliminators are weird, wild, fast moving, crowded, and dangerous.

Once they have been forced to reveal themselves, Eliminators will attack furiously and relentlessly. The Seed Mass power with the Flensing Aura's causes the terrain to alter drastically during the fight, and demands that players either adapt to changing conditions or devote attacks to eliminating the Seed Masses. Eliminator will frequently use Twisted Jaunt for the free Ripping Embrace attack, use their move action to throw a Seed Mass every round, and either make a standard attack, or lower their standard action to a swift action and perform a second ripping embrace.

Out of Combat

Rewards

XP: 1,230,000 (Killer role included.)

Treasure: Sellable Goods worth 370,600 gp.

Weight: 440 lbs.     Volume: 17.6 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)