Difference between revisions of "Doppelganger"

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| size = 6 ft. tall (non-shifted)
 
| size = 6 ft. tall (non-shifted)
 
| weight = 160 lbs.
 
| weight = 160 lbs.
| int = 12–13
+
| int = 12 to 13
 
| AC = 5
 
| AC = 5
 
| HD = 4
 
| HD = 4
 
| AP = 5
 
| AP = 5
| THAC0 = 17
+
| stride = 8
 +
| THAC0 = 18
 
| hpdie = d8
 
| hpdie = d8
| attack = fist, by weapon type
+
| attack = fist or by weapon type
| dmg = 1–12, weapon damage
+
| dmg = 1–12 or by weapon
| special = [[ESP (spell)|ESP]], [[Natural Immunities|natural immunities]], never [[Surprise (combat)|surprised]],<br>[[Saving Throws|save as 10th level]], [[Shape Changing|shape change]],<br>[[Strength (ability stat)|strength]], surprise on a 1–4]]
+
| special = [[Natural Immunities|natural immunities]], not [[Surprise (combat)|surprised]],<br>[[Saving Throws|save as 10th level]], [[Shape Change|shape change]], [[Strength (ability stat)|strength]],<br>[[Surprise (combat)|surprise]] on a 1–4, [[ESP (spell)|telepathy]]
 
}}
 
}}
 +
'''Doppelgangers''' are [[Metamorph|shapeshifting]], bipedal [[Humanoid|humanoids]] consumed by an insatiable craving for power. Malevolent and devoid of morality, they achieve their ambitions through deception and [[Murder (sage study)|murder]], preying upon those in positions of influence. Their preferred method is to [[Assassination (sage ability)|assassinate]] individuals of authority and assume their identities, manipulating the unsuspecting populace to serve their own ends. Many whispered tales speak of entire towns or organisations unknowingly ruled by doppelgangers, their beloved leaders long [[Death|dead]], their bodies left to rot in hidden tombs or dissolved in lime pits.
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[[File:Doppelganger.jpg|left|350px|thumb]]
 +
__TOC__
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A doppelganger can reshape its body to mimic any humanoid between 4 and 7½ feet tall and up to 400 pounds in weight, including an imitation of the victim's clothing and external features. Their mimicry extends to voice and mannerisms, and they can even steal fragments of their victim's recent memories through ESP, gaining enough knowledge to pass as their target convincingly. While doppelgangers can replicate many humanoid traits — such as the correct blood colour or feigning exhaustion — they do not actually require sleep.
  
'''Doppelgangers''' are shapeshifting, bipedal humanoids whose craving for power absorbs their thoughts.  Being malevolent and immoral, their most common tactic to achieve power is to kill those who already possess it, then assume their shape in order to work their will upon an unknowing populace. There are tales of towns and organizations whose titular heads are doppelgangers, ruling the others who have no idea their beloved leaders are actually dead, their bodies decomposing in some oubliette or hidden lime pit.
+
However, if seriously [[Wound|wounded]], their disguise falters, revealing a glimpse of their true form where they were struck. A doppelganger's illusion is impervious to most forms of detection, though it can be unmasked by [[Penetrate Disguise (spell)|penetrate disguise]], provided the caster is at least 5th [[Experience Level|level]]. For this reason, doppelgangers tend to avoid infiltrating high-profile political entities, where magic-wielders might expose them, instead preferring smaller, isolated settlements where their deception is less likely to be uncovered.
  
[[File:Doppelganger.jpg|left|315px]]
+
When exposed, a doppelganger will immediately attack before fleeing, rapidly shifting between different humanoid forms from past disguises. Blending into a crowd provides them with ample opportunity to escape, as they are adept at feigning helplessness or innocence to throw off pursuit. Their ability to become nearly anyone at a moment's notice makes capturing or killing them a formidable challenge.
The doppelganger can '''reshape their bodies''' to look like any humanoid between 4 to 7½ ft. in height and up to 400 lbs.  They can sound like anyone, and even acquire some of the recent memories of their victims, collected through '''ESP''' from the moment when the doppelganger makes their kill. They are able to recreate some humanoid traits, such as shedding blood of the right color, appearing to be sleeping or tired — but in fact doppelgangers do not need to sleep and if they are seriously harmed or injured, their true nature will become evident in that the hurt part of their body will momentarily assume its natural form.  A doppelganger will be revealed by [[Penetrate Disguise (spell)|penetrate disguise]], but only if the caster is at least 5th [[Experience Level|level]].  This explains in part why doppelgangers would rarely try to acquire control over a powerful political entity; they are much less likely to be discovered if they dominate a relative backwater.
 
  
Once discovered, doppelgangers will attack and then flee, often transforming themselves into multiple humanoid shapes they have acquired in their pasts.  Once they find a crowd, they know it will be easy to lose themselves; and if discovered as some common person, they know well how to achieve a pretence of innocence, putting pursuers off their scent.
+
These creatures rarely work alone. Where one is found, others are likely present, embedded within positions of authority. Unravelling a [[Conspiracy|conspiracy]] of doppelgangers is a perilous undertaking, as their network is deeply rooted and highly coordinated. Knowing this, doppelgangers often attempt negotiation when confronted, presenting themselves as an unstoppable force with influence too entrenched to uproot. They frequently offer their would-be enemies a "mutual understanding," suggesting that it is far easier to coexist and benefit from their rule rather than struggle against it. To those who dare challenge them, they extend a simple but chilling proposition — deal with us, or be replaced.
  
 
== Advantages ==
 
== Advantages ==
Doppelgangers are unusually strong, with an '''18 [[Strength (ability stat)|strength]]''' (+1+2). If [[Pummelling|pummelling]], they do not get this benefit but will cause 1-12 damage. This will also be the damage caused whatever weapon they're using, so long as the weapon is at least 3½ lbs. in weight.  For example, both a long and short sword will cause 1-12 damage, as will a battle axe. When using a weapon, doppelgangers gain their strength bonuses.
+
Dopplegangers are unusually strong, possessing an 18 [[Strength (ability stat)|strength]] (+1 to hit, +2 to damage). When [[Pummelling|pummelling]], they do not benefit from their strength bonus but still inflict 1-12 [[Damage (hit points)|damage]]. This same 1-12 damage applies regardless of the [[Weapons List|weapon]] they wield, provided the weapon weighs at least 3½ lbs. For example, both a [[Sword (weapon)|long sword and a short sword]] will deal 1-12 damage, as will a [[Battle Axe (weapon)|battle axe]]. However, when using weapons, doppelgangers do gain their strength bonuses, further increasing their lethality.
  
The doppelganger's '''ESP''' is a continuously functioning natural ability, so that if anyone within 30 ft. thinks to suspect a doppelganger of anything, the creature will know it. Likewise, the creature will be perfectly aware of plots, attempts to backstab or assassination, move steathily in its presence or
+
A doppelganger's '''ESP''' is a continuously functioning '''natural ability''', allowing it to sense the thoughts of anyone within 30 feet. If someone nearby begins to suspect a doppelganger, the creature will immediately become aware of it. Likewise, it will detect plots against it, including attempts at [[Backstabbing (sage study)|backstabbing]], [[Assassination (sage ability)|assassination]] or those moving with [[Stealth (sage ability)|stealth]] in its presence. As a result, a doppelganger is never surprised.
  
...WORKING
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The only effective way to confuse a doppelganger's ESP is to attack when it is surrounded by a large crowd, where the sheer number of conflicting thoughts can make it difficult to focus. However, this also means striking at a leader figure in the midst of their [[Follower|followers]], making a direct confrontation even more perilous. Additionally, the doppelganger's ESP is limited to 30 feet, so ranged attacks from beyond that distance can bypass this advantage. For this reason, doppelgangers avoid open spaces and prefer small, enclosed rooms with heavy drapes covering the windows. They do not take solitary walks outdoors or even in long hallways, a subtle but noticeable habit that may arouse suspicion among those who observe the sudden change in behaviour of a recently replaced leader.
  
 +
Doppelgangers also use their ESP to determine the perfect moment to attack, which is why they surprise on a 1-4. They will patiently wait until their target's thoughts are preoccupied — lost in concentration, deep in conversation or otherwise distracted — before striking. Their preferred method is to pose as a servant or other menial worker, gaining access to high-ranking individuals before murdering and replacing them at the most opportune moment.
  
Dopplegangers are able to ESP and imitate with 90%
+
These creatures are also immune to [[Sleep (spell)|sleep]] and [[Charm|charm]], whether from magic or other influences. They possess remarkable endurance and make [[Saving Throws|saving throws]] as though they were a 10th level fighter, making them highly resistant to many forms of magical and physical attacks.
accuracy. They are subject to neither sleep nor charm spells. Despite
 
having only 4 hit dice they make all saving throws as if they were 10th
 
level fighting men.
 
Note: A doppleganger actually forms itself into the likeness of the clothing
 
and equipment of the imitated creature as well as the physical features
 
thereof.  
 
  
  
See [[Bestiary]]
+
See also,<br>
 +
[[Bestiary]]<br>
 +
[[Recognise Doppelganger (sage ability)]]
 +
 
 +
[[Category: Reviewed]]

Latest revision as of 16:01, 12 March 2025

Doppleganger
Species humanoid
No. Appearing 3–12
Behaviour insurgent
Range subterranean, urban
Size 6 ft. tall (non-shifted)
Weight 160 lbs.
Intelligence 12 to 13
Armour Class 5
Hit Dice 4
Action Points 5
Max. Stride 8
THAC0 18
Hp/Die d8
Attack Forms fist or by weapon type
Damage 1–12 or by weapon
Special Attacks natural immunities, not surprised,
save as 10th level, shape change, strength,
surprise on a 1–4, telepathy

Doppelgangers are shapeshifting, bipedal humanoids consumed by an insatiable craving for power. Malevolent and devoid of morality, they achieve their ambitions through deception and murder, preying upon those in positions of influence. Their preferred method is to assassinate individuals of authority and assume their identities, manipulating the unsuspecting populace to serve their own ends. Many whispered tales speak of entire towns or organisations unknowingly ruled by doppelgangers, their beloved leaders long dead, their bodies left to rot in hidden tombs or dissolved in lime pits.

Doppelganger.jpg

Contents

A doppelganger can reshape its body to mimic any humanoid between 4 and 7½ feet tall and up to 400 pounds in weight, including an imitation of the victim's clothing and external features. Their mimicry extends to voice and mannerisms, and they can even steal fragments of their victim's recent memories through ESP, gaining enough knowledge to pass as their target convincingly. While doppelgangers can replicate many humanoid traits — such as the correct blood colour or feigning exhaustion — they do not actually require sleep.

However, if seriously wounded, their disguise falters, revealing a glimpse of their true form where they were struck. A doppelganger's illusion is impervious to most forms of detection, though it can be unmasked by penetrate disguise, provided the caster is at least 5th level. For this reason, doppelgangers tend to avoid infiltrating high-profile political entities, where magic-wielders might expose them, instead preferring smaller, isolated settlements where their deception is less likely to be uncovered.

When exposed, a doppelganger will immediately attack before fleeing, rapidly shifting between different humanoid forms from past disguises. Blending into a crowd provides them with ample opportunity to escape, as they are adept at feigning helplessness or innocence to throw off pursuit. Their ability to become nearly anyone at a moment's notice makes capturing or killing them a formidable challenge.

These creatures rarely work alone. Where one is found, others are likely present, embedded within positions of authority. Unravelling a conspiracy of doppelgangers is a perilous undertaking, as their network is deeply rooted and highly coordinated. Knowing this, doppelgangers often attempt negotiation when confronted, presenting themselves as an unstoppable force with influence too entrenched to uproot. They frequently offer their would-be enemies a "mutual understanding," suggesting that it is far easier to coexist and benefit from their rule rather than struggle against it. To those who dare challenge them, they extend a simple but chilling proposition — deal with us, or be replaced.

Advantages

Dopplegangers are unusually strong, possessing an 18 strength (+1 to hit, +2 to damage). When pummelling, they do not benefit from their strength bonus but still inflict 1-12 damage. This same 1-12 damage applies regardless of the weapon they wield, provided the weapon weighs at least 3½ lbs. For example, both a long sword and a short sword will deal 1-12 damage, as will a battle axe. However, when using weapons, doppelgangers do gain their strength bonuses, further increasing their lethality.

A doppelganger's ESP is a continuously functioning natural ability, allowing it to sense the thoughts of anyone within 30 feet. If someone nearby begins to suspect a doppelganger, the creature will immediately become aware of it. Likewise, it will detect plots against it, including attempts at backstabbing, assassination or those moving with stealth in its presence. As a result, a doppelganger is never surprised.

The only effective way to confuse a doppelganger's ESP is to attack when it is surrounded by a large crowd, where the sheer number of conflicting thoughts can make it difficult to focus. However, this also means striking at a leader figure in the midst of their followers, making a direct confrontation even more perilous. Additionally, the doppelganger's ESP is limited to 30 feet, so ranged attacks from beyond that distance can bypass this advantage. For this reason, doppelgangers avoid open spaces and prefer small, enclosed rooms with heavy drapes covering the windows. They do not take solitary walks outdoors or even in long hallways, a subtle but noticeable habit that may arouse suspicion among those who observe the sudden change in behaviour of a recently replaced leader.

Doppelgangers also use their ESP to determine the perfect moment to attack, which is why they surprise on a 1-4. They will patiently wait until their target's thoughts are preoccupied — lost in concentration, deep in conversation or otherwise distracted — before striking. Their preferred method is to pose as a servant or other menial worker, gaining access to high-ranking individuals before murdering and replacing them at the most opportune moment.

These creatures are also immune to sleep and charm, whether from magic or other influences. They possess remarkable endurance and make saving throws as though they were a 10th level fighter, making them highly resistant to many forms of magical and physical attacks.


See also,
Bestiary
Recognise Doppelganger (sage ability)