Difference between revisions of "Doppelganger"

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[[File:Doppelganger.jpg|left|315px]]
 
[[File:Doppelganger.jpg|left|315px]]
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.
+
The doppelganger can '''reshape their bodies''' to look like any humanoid between 4 to 7½ ft. in height and up to 400 lbs.  This includes acquiring a semblance of the victim's clothing.  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.
 
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 ==
 
== 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.
+
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 (hit points)|damage]].  This will also be the damage caused whatever weapon they're using, so long as the [[Weapons List|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  
+
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 [[Backstabbing (sage study)|backstab]] or [[Assassination (sage ability)|assassination]] or those moving [[Stealth (sage ability)|stealthily]] in its presence — and therefore the creature is '''never surprised'''.  The best opportunity for confusing this sense is to strike when the doppelganger is surrounded by a crowd, when its mind will be filled with scores or hundreds of thoughts, although naturally this will mean striking at a "leader" amidst its followers.  Alternately, the doppelganger's ESP may be subverted by attacks from more than 30 feet away; because of this, doppelgangers prefer small rooms, with heavy drapes covering the windows; they do not take solitary walks outdoors or even in long hallways.  Sometimes, this can be a source of puzzlement for others, who notice that their liege suddenly has lost their appetite for such things.
  
...WORKING
+
Doppelgangers are also able to use their ESP to know precisely when to attack others, which is why they '''surprise on a 1-4'''. They will wait until their target's thoughts turn to something engrossing, and use that as their moment to strike. Commonly, a doppleganger will present themselves as a servant for hire or some other menial, then wait for their opportunity to be alone with a burgher or officer, attacking the victim and assuming their shape at the favorable moment.
  
 
+
These creatures are '''immune to [[Sleep (spell)|sleep]] and [[Charming|charm]]''', whether cast as a spell or no. They have great endurance, and so they make '''[[Saving Throws|saving throws]]''' as though they were a 10th level fighter.
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]]
 
See [[Bestiary]]

Revision as of 17:23, 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. This includes acquiring a semblance of the victim's clothing. 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 or those moving stealthily in its presence — and therefore the creature is never surprised. The best opportunity for confusing this sense is to strike when the doppelganger is surrounded by a crowd, when its mind will be filled with scores or hundreds of thoughts, although naturally this will mean striking at a "leader" amidst its followers. Alternately, the doppelganger's ESP may be subverted by attacks from more than 30 feet away; because of this, doppelgangers prefer small rooms, with heavy drapes covering the windows; they do not take solitary walks outdoors or even in long hallways. Sometimes, this can be a source of puzzlement for others, who notice that their liege suddenly has lost their appetite for such things.

Doppelgangers are also able to use their ESP to know precisely when to attack others, which is why they surprise on a 1-4. They will wait until their target's thoughts turn to something engrossing, and use that as their moment to strike. Commonly, a doppleganger will present themselves as a servant for hire or some other menial, then wait for their opportunity to be alone with a burgher or officer, attacking the victim and assuming their shape at the favorable moment.

These creatures are immune to sleep and charm, whether cast as a spell or no. They have great endurance, and so they make saving throws as though they were a 10th level fighter.


See Bestiary