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Doppelganger

Challenge
str
10
dex
18
con
14
int
10
wis
14
cha
16

AC 14

HP 52 (8d8 + 16; bloodied 26)

Speed 30 ft.


Proficiency +2; Maneuver DC 14

Skills Deception +5 (+1d4), Insight +4, Stealth +6

Senses darkvision 60 ft., passive Perception 12

Languages Common


ACTIONS

Precise Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is surprised , it takes an extra 10 (3d6) damage.


BONUS ACTIONS

Shapeshift. The doppelganger changes its form to that of any Small or Medium humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are the same. Any equipment is not transformed. It reverts to its true form if it dies.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of its turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature.
 

Combat

Doppelgangers strike with surprise, either by lurking unseen or by adopting a trusted guise. They use Read Thoughts to gain advantage on attacks. When outnumbered, a doppelganger flees.


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Doppelgangers can alter their physical forms to mimic the appearance of any humanoid they have seen.

DC 15 Doppelgangers are distrusted, often with good reason. But they aren’t inherently evil.

DC 20 Doppelgangers can read thoughts, allowing them to better impersonate those whose identities they steal.

Description

Doppelgangers are humanoid in overall shape, but their faces are as pale and smooth as unfinished clay. They have pupilless white eyes, slits for nostrils, and bear no traits to distinguish ancestry or gender.

Stolen Faces. Doppelgangers are shapechangers that assume the appearance of other humanoids to better blend in with society. Not content with simply taking another’s physical form, they often stalk or kidnap their victims, studying their behaviors and telepathically probing their thoughts. Given time, the doppelganger absorbs the individual’s personality traits, mannerisms, and even memories, which layer themselves over the doppelganger’s own like gauze. Doppelgangers may kill their victims out of expediency, malice, or to preserve their sense of self; a doppelganger that adopts another creature's identity too long may come to think of its victim as the imposter.

Lonely and Lost. Most doppelgangers go through life without encountering another of their kind. Even if they were to cross paths with another, their assumed identities might prevent both from recognizing a kindred spirit. An undisguised doppelganger is often an outcast: shunned at best, and hunted at worst. Even a doppelganger who means no harm is rarely trusted. Some doppelgangers have managed to make quiet lives for themselves far from civilization, determined to harm no one—even if it means a lifetime of solitude.

Perfect Charlatans. Many doppelgangers join thieves’ guilds or cabals of assassins, as these cutthroat criminals are often the only elements of society that welcome a doppelganger in their ranks. While many doppelgangers revel in such work, others resort to it only out of necessity.

Behavior

Wilderness and Underground Behavior

1 Hiding; spies on travelers’ thoughts to build a backstory and then “accidentally” runs into them

2 In doppelganger form, unaware of the party

3 Waiting for a group of travelers to pass; planning to ambush a victim alone and take their place

4 In disguise, near the body of a cleric "companion" - actually its previous victim

5 Surprised to see you: tries to quickly scan your surface thoughts and claims to be related to your quest or background

6 With a terrible secret it learned with its Detect Thoughts ability; it needs help dealing with the problem it has uncovered


Settlement Behavior

1 Following an unsuspecting person, having adopted their form and intent on reading their thoughts

2 Strangling a victim whose identity it is planning to steal; it looks just like its victim

3 Disguised as a shopkeeper or other tradesperson; it has recently taken over an identity but its knowledge of the job is imperfect

4 It has assumed the identity of someone you know to be dead

5 In disguise as one of the party, running up bar tabs

6 Working as fortune teller, with the advantage of being able to read thoughts


Group Behavior

1 Disguised as human thieves; will offer to work for hire as treasure hunters, and will serve faithfully unless there is something big to be earned by betrayal; trained in thieves’ tools

2 Disguised and equipped as elf adventurers - but don't know elven language

3 Following you: each one is disguised as one of you and studying you to take over your identity

4 A group of adventurers escorting prisoners; the prisoners claim that the adventurers are doppelgangers. Which group is actually doppelgangers? The adventurers? The prisoners? Both? Narrator’s choice!

5 Committing crimes while disguised as you (Note: This may be happening elsewhere, and the PCs won't hear about it until they are arrested)

6 Attacking a group of assassins in an alley, disguised as the assassins; the doppelgangers are part of a secret organization that punishes murderers

Encounters

Doppelgangers dwell in or near settlements and prefer cities.

CR 3–4: Doppelganger

Treasure 30 gp, gold necklace (125 gp), 2 sets of fine clothes (15 gp each), 2 signet rings (25 gp each), potion of healing

CR 5–10: 2 or 3 doppelgangers ; doppelganger with 1d4 + 1 thugs ; doppelganger with 1 to 3 wererats ; doppelganger with 1d6 + 1 jackalweres  

Treasure 80 pp, jeweled dagger (125 gp), papers for 2 false identities

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.