Difference between revisions of "Doppelganger"

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| attack = fist, by weapon type
 
| attack = fist, by weapon type
 
| dmg = 1–12, weapon damage
 
| dmg = 1–12, weapon damage
| 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]]
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| special = [[ESP (spell)|ESP]], [[Natural Immunities|natural immunities]], never [[Surprise (combat)|surprised]],<br>[[Saving Throws|save as 10th level]], [[Shape Changing|shape change]], [[Strength (ability stat)|strength]],<br>surprise on a 1–4
 
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Revision as of 17:10, 24 August 2020

Doppleganger
Species humanoid
No. Appearing 3–12
Behaviour insurgent
Range subterranean, urban
Size 6 ft. tall (non-shifted)
Weight 160 lbs.
Intelligence 12–13
Armour Class 5
Hit Dice 4
Action Points 5
Max. Stride {{{stride}}}
THAC0 17
Hp/Die d8
Attack Forms fist, by weapon type
Damage 1–12, weapon damage
Special Attacks ESP, natural immunities, never surprised,
save as 10th level, shape change, strength,
surprise on a 1–4

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.

Doppelganger.jpg

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, but only if the caster is at least 5th 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.

Advantages

Doppelgangers are unusually strong, with an 18 strength (+1+2). If 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.

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

...WORKING


Dopplegangers are able to ESP and imitate with 90% 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