Your ally, or what you initially thought was such, begins to shift and morph into something entirely different. The skin becomes a smooth granite grey, and their eyes and mouth become more larger and more plane. The creature that was once familiar is no longer that, and gives you a very wry grin before this form, too leaves them, becoming a carbon copy of...you.
Peek-a-
boo.
* = Proficiency
|
|
|
|
|
|
+2 |
+4 |
+2 |
+0 |
+1 |
+4 |
Fortitude Save |
Reflex Save |
Will Save* |
+4 |
+4 |
+3 |
Armor Class: 15
Max HP (+AHP): 60 (+0)
Average HP | Formula: 51 (+0) | 3d8+6+30 (+0)
Blockstun Breakpoints: Bloodied, 1 HP
-
Speed: 25 ft
Initiative: +4
Creature Senses: Low-Light Vision, Darkvision 30 ft
-
Damage Vulnerabilities:None
Damage Reduction: None
Damage Resistances: Psionic
Damage Immunities: None
-
Condition Immunities: Enthralled, Compelled
-
Doom Abilities: None
- Proficiency Bonus: +2
- Deception(CHA+Prof): +6
- Diplomacy(CHA+Prof): +6
- Insight(WIS+Prof): +3
- Quickness(DEX+Prof): +6
- (For all untrained, roll relevant Attribute Scores instead.)
- Languages: Common
Base Threat Level: 3
EXP: 300
Creature Size: Medium
Creature Type(s): Humanoid, Morphic
Source(s): Core
-
Armor Type: Leather Armor
-
Nimble Escape :
~0.5
Once per turn, the creature can use 1 standard action / ◈ the creature can use the Hide Action or Disengage Action. They will usually do this at the start of the turn, unless they are trying to flee.
Ambusher's Attack :
~2.0
When attacking creatures with the Off-Guard or Surprised conditions, This creature can deal an additional 3d6 damage to that enemy once per round. The additional damage is of a damage type this creature can deal.
Additionally, this creature has advantage on any creature that has not taken a combat turn in the past 10 rounds / 1 minute.
Attacks | ◈ per, up to 2 a turn
The Doppelganger Agent will use it's turns to hide and strike, only attacking when it's able to find a favorable position. Barring that, it will use every oppertunity to defend itself and/or defeat it's quarry.
Base Sword | ◈ | Melee Weapon Attack |
+6 to hit | Hit: 7 (
1d6+4 ) Slashing damage
Humanoid Visage :
~2.0 | ◈ |
The Doppelganger can use 1 action to supernaturally transform itself into a Small or Medium humanoid, or back to it's original form. This change is merely visual, as it's statistics are the same otherwise (including size).
The Visage, though, can be a perfect copy of a creature the Doppelganger is familiar with or another form it deems appropriate. In doing so, it gains advantage on all skill checks made to decieve others (including Deception, Stealth, or Performance if need be). If the Doppelganger has advantage already from another source, this feature gives them a Bonus Dice to these checks (base d4).
Unsettling Visage :
~1.0 | ⮌ |
The Doppleganger uses it's shapechanging abilities as a gambit, causing confusion and doubt in anyone trying to attack them. Once per round, the Doppelganger may use it's reaction or an Opportunity Attack to impose disadvantage on sanother creature, changing it's features to be of someone they love, or something they fear. This can cause an attack in progress to miss.
The creature this is used on must be within 30 ft of the Doppelganger and be able to percieve them (either through sight or hearing). The creature has disadvantage on all attacks and skill checks involving the Wisdom and Charisma attributes. This Action has no effect on creatures who are immune to being Compelled or Entralled.
Doppelganger Agents serve masters and agencies through their skillset and subertfuge. Few creatures have the innate psionic defenses and non-magical shapechanging abilities Doppelgangers do, and as a result they're able to get far deeper into, and out of, enemy territory when needs be. Moreover, a Doppelganger serves best as a non-combatant nuisance to adventurers rather than a direct oppenent. They may use their abilities to mislead or redirect, or they may spy on the party as background npcs. No matter what, though, they will flee and try to fight another day both in and out of combat, and fight to the death when cornered.
Doppelganger Agents, also, are as sentient as any other urban-based ancestry. They like the finer things, and can be reasoned with if offered something they want. Or, at least, pretend to further string along their enemies.
What Others may know...
DC = 15 + TL, using an appropriate skill check.
WIP
WIP
Fully Know of (DC + 10 and up) |
WIP
Adventure Specific...
-Lost Mines of Phandelver-
DC = 15 + TL, using an appropriate skill check.
WIP
WIP
Fully Know of (DC + 10 and up) |
WIP
-Scaling and Alterations- |
Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.