Fey Doppelganger
Basic Information
Anatomy
Genetics and Reproduction
Growth Rate & Stages
Ecology and Habitats
Civilization and Culture
Naming Traditions
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Assume Identity. An ethereal doppelganger can absorb another creature's mind, memories, and personality. This process requires 1 hour of unbroken physical contact per level or Hit Die of the subject. The target may attempt an Int save (DC 22). If that is successful, the process is negated and the ethereal doppelganger must begin again. A willing creature can choose to waive the saving throw. After consuming the target creature's identity, the ethereal doppelganger can assume its form with 100% accuracy using its Shapechanger ability. The doppelganger possesses the other creature's memories plus all of its abilities, except for cleric spells of 2nd level or higher, a paladin's special abilities, or other powers granted by deities. (This does not deprive subject of those memories or abilities; it only duplicates them in the doppelganger.) The doppelganger retains its own damage resistance, darkvision, regeneration, and spell resistance in its new form. Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Magic Resistance. The doppelganger has advantage on saving throws versus spells and other magical effects. Brain Lock. As a standard action, an ethereal doppelganger can lock away the higher mind of an opponent up to 300 feet away, provided both are on the same plane and the doppelganger has line of sight to its subject. A successful Int save (DC 22) negates the attempt; failure leaves the subject mentally paralyzed. A brain-locked creature is incapacitated and cannot move. The effect lasts 20 rounds, but it can be dismissed earlier. Mind Wipe. With any successful melee attack, an ethereal doppelganger can wipe all memory of its existence from an opponent's mind (no saving throw). Regeneration. An ethereal doppelgänger regains 3 lost hit points at the start of its turn if it has at least 1 hit point. If the doppelganger takes damage from a cold iron weapon, this trait doesn't function at the start of the troll's next turn. Regeneration does not restore hit points lost from starvation, thirst, or suffocation and it does not allow the ethereal doppelganger to regrow or reattach lost body parts. Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Multiattack. The doppelganger makes two melee attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Created to serve the Goddess Rivy, these doppelgangers are responsible for kidnapping subjects for her many experiments, and taking their place while they are occupied.
Anywhere; Feywild
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