Doppelganger

MapTool Token

NameDoppelganger
Sorted NameDoppelganger
FamilyDoppelganger
Size and TypeMedium Monstrous Humanoid (Shapechanger)
Hit Dice Count4
Hit Dice4d8+4 (22 hp)
Random Hit Points4d8+4 - 4
Initiative+1
Speed30 ft. (6 squares)
Armor Class15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple+4/+5
Attack

Slam +5 melee (1d6+1)

Full Attack

Slam +5 melee (1d6+1)

Space/Reach5 ft./5 ft.
Special AttacksDetect thoughts
Special Qualities

Change shape, immunity to sleep and charm effects

SavesFort +4, Ref +5, Will +6
AbilitiesStr 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills

Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6

Feats

Dodge, Great Fortitude

EnvironmentAny
Challenge Rating3
Organization

Solitary, pair, or gang (3-6)

TreasureDouble standard
AlignmentUsually neutral
AdvancementBy character class
Level Adjustment+4
VersionSRD
SourcesSystem Reference Document
Stat_Block

Doppelganger; CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude

Doppelganger

Doppelganger
Medium Monstrous Humanoid (Shapechanger)
Hit Dice:
4d8+4 (22 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+4/+5
Attack:
Slam +5 melee (1d6+1)
Full Attack:
Slam +5 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Detect thoughts
Special Qualities:
Change shape, immunity to sleep and charm effects
Saves:
Fort +4, Ref +5, Will +6
Abilities:
Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills:
Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6
Feats:
Dodge, Great Fortitude
Environment:
Any
Organization:
Solitary, pair, or gang (3-6)
Challenge Rating:
3
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
By character class
Level Adjustment:
+4

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger's appearance is deceiving even when it's in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

It is natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.

Combat

When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Doppelgangers as Characters

Doppelganger characters possess the following racial traits.

  • +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
  • Medium size.

-A doppelganger's base land speed is 30 feet.

  • Darkvision: Doppelgangers can see in the dark up to 60 feet.
  • Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A doppelganger's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.
  • Racial Feats: A doppelganger's monstrous humanoid levels give it two feats.
  • +4 natural armor bonus.
  • +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
  • Special Attacks (see above): Detect thoughts.
  • Special Qualities (see above): Change shape, immunity to sleep and charm effects.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
  • Favored Class: Rogue.
  • Level adjustment +4.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Slam +5 melee (1d6+1), or Slam +5 melee (1d6+1)

feats: DODGE, GREAT FORTITUDE, ,