Doppelganger Feeder: Difference between revisions

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m (Text replacement - "| Sense-Watersense-Range = " to "| Sense-Watersense-Range = <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | Senses-Custom-Text = ")
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 11
| CR | 9
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 6
| Max-CR = 14


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Killer
| Role | Killer
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


   <!-- Prevent this monster from being assigned certain roles in MMM -->
   <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =  
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
| Restrict-Role-Legend =  
| Restrict-Role-Legend =  
| Restrict-Role-Minion =  
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =  
| Restrict-Role-Shooter =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
| Restrict-Role-Villain =  
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->
   <!-- Values: Y or leave blank -->
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | 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.
| Description | '''''This monster frequently has the Killer role, but may be set to other roles if desired.'''''


:What is not widely known about Doppelgangers, is that they come in many castesThey all have the ability to perfectly mimic other creatures, and they are all parasites that subsist upon the civilizations of others, but the Doppelgangers do not care very much about that at all.
Doppelgangers are a strange race of shape shifters that act as parasites of entire civilizationsTheir mindset is alien compared to most humanoid races, and their ability to steal the identity of others triggers nearly universal revulsion.  Doppelgangers may exactly and perfectly mimic anyone they have had a chance to touch for a few seconds.


:The reason that Doppelgangers are so little engaged with the other societies is two-fold:
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.


: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.
The reason that Doppelgangers are so little engaged with the other societies is two-fold:


:Second, Doppelgangers are utterly and completely consumed by their warPlain [[Doppelganger]]s (CR 4) are little more than mindless drones, pawns that exist to breed and infiltrate the worldThe higher level Doppelgangers are the ones who are aware of their secret war and they are responsible for prosecuting it, to the exclusion of all other tasksEverything is devoted to the War, every waking moment consumed with prosecuting the War or building up to make another attack.
First, Doppelgangers are really, truly alien, both in their natural appearance and in their mental and spiritual processesThey have no souls, nor do they have spiritsThey aren't even really alive in the same way as other races, and it is unclear if they even eat food or breathe airThey have very little in common with other races.


: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 implacablyNo outsider has ever figured out what factions or divisions exist in Doppelganger 'society', if such a thing can even be said to exist.
Second, Doppelgangers are utterly and completely consumed by their war.  Plain [[Doppelganger]]s (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 tasksEverything is devoted to the War, every waking moment consumed with prosecuting the War or building up to make another attack.


: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.
On the very rare occasions when a Doppelganger has been captured and interrogated, their answers, made in Kern, make no sense at allThe Doppelgangers seem to be at war with themselves, absolutely and implacablyNo outsider has ever figured out what factions or divisions exist in Doppelganger 'society', if such a thing can even be said to exist.


: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 competitorsBoth factions will seek to destroy the other whenever they come into contact.
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.


:Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certainFeeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers.  A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangersIt then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.
It should be noted that Doppelgangers and Vampires, where they co-exist, are unrelenting enemies as wellDoppelgangers and Vampires both infest and feed off of larger societies, and so they see each other as competitorsBoth factions will seek to destroy the other whenever they come into contact.


:Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumptionThey go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.  
Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certain. Feeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers.  A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangers.  It then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.


:Doppelganger Feeders are completely uninterested in human beings. They will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlesslyDoppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whore.  Any occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them.
Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumptionThey go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.  


:From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.
Doppelganger Feeders are completely uninterested in human beings.  They will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlessly.  Doppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whore.  Any occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them.


:Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.
From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.


:The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territory.  Doppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.
Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.


:Vampires prey on the same flock as the lower-level DoppelgangersVampires are competitors, and Feeders act to take them out.
The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territoryDoppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.


:Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers.  Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.
Vampires prey on the same flock as the lower-level Doppelgangers.  Vampires are competitors, and Feeders act to take them out.
 
Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers.  Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.
   }}</onlyinclude>
   }}</onlyinclude>


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


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| 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 second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- 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 -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| Ambush-Chance-Notes =  
| Ambush-Chance-Notes =  
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->
| Senses = [[Standard Senses]], [[Lifesense]] 60 ft., plus as Stolen Form
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


   <!-- SENSES -->
   <!-- SENSES -->
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| Sense-Blindsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Lifesense-Range =  
| Sense-Lifesense-Range = 60
| Sense-Mindsense-Range =  
| Sense-Mindsense-Range =  
| Sense-Tremorsense-Range =  
| Sense-Tremorsense-Range =  
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   <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
   <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =  
| Senses-Custom-Text = SPECIAL: Doppelgangers also have all the senses gained from their current Stolen Form




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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 60 ft., [[Lesser Climb]] 60 ft., plus as Stolen Form
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


   <!-- MOVE TYPES -->
   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed =  
| Move-Type-Walk-Speed = 60
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed = 60
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
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   <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
   <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =  
| Move-Type-Custom-Text = SPECIAL: Doppelgangers also gain all movement types normally possessed by their current Stolen Form




| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action or after successful attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
Line 649: Line 638:
| Ability-1-Description = As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR {{CR|+3}}.  While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities.  While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).  Note that Feeders always retain their strange lifesense ability as well.
| Ability-1-Description = As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR {{CR|+3}}.  While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities.  While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points).  Note that Feeders always retain their strange lifesense ability as well.


:If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment.  If the Doppelganger Feeder is reduced to half hit points ({{Hit-Points|n=2|op=div}} 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 {{Save-DC}} 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.
If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment.  If the Doppelganger Feeder is reduced to half hit points ({{Hit-Points|n=2|op=div}} 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 {{Save-DC}} 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:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


Line 683: Line 672:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Swift action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
Line 689: Line 682:
| Ability-2-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above.   
| Ability-2-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above.   


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




Line 725: Line 718:
| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
Line 761: Line 758:
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name = Twisted Step
| Ability-4-Name =  


| Ability-4-Type = Su
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above. 
| Ability-4-Description =  
 
:In addition, once per round as a swift action, a Doppelganger Feeder may take a weird staggering step that seems to make it 'fall out of reality'. The Doppelganger Feeder may teleport up to thirty feet, and when it arrives it may appear adjacent to and almost merged into a victim, before it pulls away with a horrible slow wrenching tear.  It may make a Ripping Meld attack (see above) as a free action.  Using Ripping Meld in this way does not use up their normal Ripping Meld for the round.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 806: Line 805:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 845: Line 848:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 884: Line 891:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 923: Line 934:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 961: Line 976:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 967: Line 986:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name = Twisted Step
| Role-Only--Add-Killer-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required = Swift 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description = While attacking with melee in its true shape the Doppelganger uses the stats listed above. 
In addition, once per round as a swift action, a Doppelganger Feeder may take a weird staggering step that seems to make it 'fall out of reality'. The Doppelganger Feeder may teleport up to thirty feet, and when it arrives it may appear adjacent to and almost merged into a victim, before it pulls away with a horrible slow wrenching tear.  It may make a Ripping Meld attack (see above) as a free action.  Using Ripping Meld in this way does not use up their normal Ripping Meld for the round.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 995: Line 1,474:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


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


:Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or use Twisted Step and perform a free Ripping Meld on somebody else.  (DOUBLE YIKES!)
Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or (if they have their favored Killer Role) use Twisted Step and perform a free Ripping Meld on somebody else.  (DOUBLE YIKES!)


:Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases.  If they are flanked or surrounded, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.
Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases.  If they are flanked or surrounded when they have their Killer Role, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.


:Feeders attack, then attack, then attack some more.  The damage is heavy and relentless and does not stop, ever.  Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more.  They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.
Feeders attack, then attack, then attack some more.  The damage is heavy and relentless and does not stop, ever.  Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more.  They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.


:Doppelganger Feeders are a Killer class mob, they should be approached with care!
Doppelganger Feeders are often a Killer class mob, they should be approached with care!








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


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





Latest revision as of 21:30, 4 February 2023

Doppelganger Feeder (KillerCR 9)

Pure Evil - Medium - Protean
Lore: Know (Local)
20 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
18
Perception:
24 +14
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

  • Walk 90 ft.
  • Lesser Climb 90 ft.
  • SPECIAL: Doppelgangers also gain all movement types normally possessed by their current Stolen Form

Defense

AC
Shield Icon 3.png
27
Man Def
Shield Icon 3.png
28
Monster Health
356 178 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +11
Refl: +6
Will: +6

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+15
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 1x Shifting Bite +15 (3d10+18/x2)
    as crushing (physical, common)
  • 1x Snatching Claws +15 (3d6+6/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Shifting Bite +15 (3d10+18/x2)
    as crushing (physical, common)
  • 4x Snatching Claws +15 (3d6+6/x2)
    as slashing (physical, common)
  • 1x Extra Limbs +15 (3d10+18/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

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

Skills:

Languages: Kern, plus as Stolen Form

Feats:

Special Abilities

Stolen Form (Ex) Standard Action or after successful attack

As a standard action, or by using Skinship in combat (see below), a Doppelganger Feeder may assume the form of any other creature up to CR 12. While using Stolen Form, the Doppelganger effectively becomes the creature being imitated, except that the Doppelganger's hit points never change and it always retains the use of its Stolen Form and Skinship abilities. While mimicking another form, the doppelganger replaces its own abilities, senses, movement, defenses, AC, and saves, with that of the assumed form (just not its hit points). Note that Feeders always retain their strange lifesense ability as well.

If a Doppelganger Feeder using Stolen Form is engaged in combat, it uses a free action to drop Stolen Form and unnerve its enemies at the most opportune moment. If the Doppelganger Feeder is reduced to half hit points (178 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 19 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) Swift action 1/Rnd

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

In addition, once per round as a swift action, the Doppelganger may make a melee touch attack at 1d20 + 19 vs. AC (always hits on a 17+ on the die) against one adjacent foe, regardless of the form it is using. If this touch attack is successful, the Doppelganger's shape will begin to shift toward that creature's appearance, it gains a +2 circumstance bonus to to-hit rolls against the touched creature until the beginning of the creature's next turn, and the doppelganger will heal hit points equal to its current CR (usually 9). If any creature touched by Skinship is reduced to negative hit points by any Doppelganger, any Doppelgangers who have touched it with Skinship may reactivate Stolen Form as a free action, instantly assuming the form of the fallen creature, and instantly healing the doppelganger an amount of hit points equal to half the impersonated creature's maximum hit points.

Ripping Meld (Ex) Swift Action

While attacking with melee in its true shape the Doppelganger uses the stats listed above. In addition, once per round as a swift action, a Doppelganger Feeder may press its flesh against an adjacent victim, oozing a thousand tiny needle-sharp tendrils within clothing, armor, fur, and then with a wrench, rip large swaths of the victim's body loose for consumption. This is resolved as a melee touch attack at 1d20 + 19 vs. AC (always hits on a 17+ on the die). If the touch attack succeeds, they take 3d8+12 of ripping (physical, uncommon) damage. A successful Fortitude save, DC 19, halves this damage.

Twisted Step (Su; Killer Role) Swift 1/Rnd

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

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

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

Doppelganger Feeder

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

This monster frequently has the Killer role, but may be set to other roles if desired.

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.

Doppelganger Feeders seem to be a fairly low-ranked strain of the monsters, although with Doppelgangers, they are so alien it is hard to be certain. Feeders are involved in the mysterious War, but they are not soldiers or planners. Doppelganger Feeders are predators and harvesters of regular Doppelgangers. A Doppelganger Feeder seems to exist merely to hunt down, kill, and eat other doppelgangers. It then apparently transfers sustenance to other Awakened Doppelgangers, via some process that has either never been witnessed, or if witnessed, has never been recognized.

Doppelganger Feeders seem to be nomadic on their own, wandering through society as loners, always searching out their harvest. But Feeders are not indiscriminate killers. They have been seen to interact with lower rank Doppelgangers and leave them alone, then pick out one or a few for consumption. They go about their duties, finding and eating a certain number of Doppelgangers, but they act in the War only when ordered to by another, typically an Overseer or more rarely a Dictator or even a mighty Consul.

Doppelganger Feeders are completely uninterested in human beings. They will not attack humans, interfere with humans, or have anything more than the bare minimum of contact with humans to pass seamlessly. Doppelganger Feeders tend to stick to a few useful 'cover' identities, such as a caravan master, slaver, merchant, or whore. Any occupation where they are able to meet a large number of humans and either move around on their own, or have a large number of people come to visit them.

From this stream of people, Feeders sift out the doppelgangers, and choose a portion of them to be eaten.

Feeders always shift to their true form to attack, and take pains to be sure that nobody connects the horrendous monster with their cover identities.

The only time Doppelganger Feeders become interested in 'normal' affairs is when they are being hunted by adventurers, or they notice a vampire loose in their territory. Doppelganger Feeders hunt and kill vampires with grim ferocity, wherever they find them, and will even go so far as to hire adventurers in their cover identities to aid them.

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

Feeders tend to be rather aloof, but they will work with Overseers and all other types of Awakened Doppelgangers. Feeders are Killers, and as such are extremely deadly and should be approached with great caution once they have been discovered.

Combat Tactics

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

Another favorite attack is to perform a Full Melee attack and then use either Ripping Meld on the same victim, or (if they have their favored Killer Role) use Twisted Step and perform a free Ripping Meld on somebody else. (DOUBLE YIKES!)

Feeders will avoid beginning combat with anybody who looks able to defend themselves, and will attack the poorly armored and poorly armed first, in all cases. If they are flanked or surrounded when they have their Killer Role, they will use Twisted Step to run away to the outer edge of the combat and keep right on attacking.

Feeders attack, then attack, then attack some more. The damage is heavy and relentless and does not stop, ever. Once they have engaged in a battle, a Feeder may look like it is running away, but this is a ruse: They will break line of sight, initiate stealth, and return to attack some more. They might use Skinship rather than Ripping Meld every now and then, just to get the healing and if they are able to drop a foe, heal all their fellow Doppelgangers as well.

Doppelganger Feeders are often a Killer class mob, they should be approached with care!

Out of Combat

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

Rewards

XP: 12,800 (Killer role included.)

Treasure: Sellable Goods worth 10,250 gp.

Weight: 180 lbs.     Volume: 7.2 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)