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Shape-Shifting Infiltrator

Habitat: Underdark, Urban; Treasure: Individual

Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.

A doppelganger’s agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger’s plot.

Doppelganger Deceptions
1d6   The Doppelganger Schemes To …
1 Cause chaos within the temple of a deity that cursed it to live without a true form.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.

Meeting yourself is the surest way to realize you’re not as charming as you think you are.

—Someone claiming to be
Lorhirin of Fearchor Keep

Actions

Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available.

Slam. Melee Attack Roll:+6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).

Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Bonus Actions

Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.


Doppelganger

Medium Monstrosity, Neutral
  • Armor Class 14
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
  • Initiative +4 (14)
STR
11 (0)
DEX
18 (4)
CON
14 (2)
INT
11 (0)
WIS
12 (1)
CHA
14 (2)
  • Saving Throws Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
  • Skills Deception 6, Insight 3
  • Condition Immunities Charmed
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Common plus three other languages
  • Challenge 3 (700 XP)
  • Habitat Underdark, Urban
  • Treasure Individual

Actions


  • Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (2d6 + 4) Bludgeoning damage. (with Advantage during the first round of each combat)
  • Read Thoughts. The doppelganger casts *Detect Thoughts*, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
  • Unsettling Visage (Recharge 6). *Wisdom Saving Throw:* DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. *Failure:* The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
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