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Nachaman, Tannelmimic, changeling

Tannelmimic

Medium medium monstrosity (shapechanger), neutral
Armor Class: 14
Hit Points: 82
Speed: 30 ft

STR

12 +1

DEX

18 +4

CON

14 +2

INT

15 +2

WIS

12 +1

CHA

14 +2

Saving Throws: DEX +7, Con +6, Int +7
Skills: Deception +7, Insight +3,
Senses: Darkvision 60 ft. Passive Perception 12
Languages: Common, Elven, Dwarven, Halfling

1/day: Detect Thoughts-
For the duration, you can read the thoughts of certain Creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an Action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its Action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.   You can also use this spell to detect the presence of thinking Creatures you can't see. When you cast the spell or as your Action during the Duration, you can Search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any Language.   Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the Duration as described above, even if you can't see it, but it must still be within range.


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: 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.

Actions

Multiattack. The Mimic makes two melee attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Mutagenic Advantage. +8 to hit, One target 1d12 +6 damage. The damage type changes depending on the advantage given to the mimic.
Examples are an acid splash from the wrist, Bone claws from the forearms, An eye blast or breath weapon.
  Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it.
By reading the thoughts of the target the mimic gains +3 to AC and +9 to hit.
The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet 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.

A strange form of Doppelganger that is slightly more intelligent and able to access some mutagenic powers. Augmented by Lord Vedemire Darkhorse these changelings are more resilient and more intelligent than their forebears.
Their existence remains a secret and is kept from the general public. Only the Fallen knows of their existence, most are kept in a dormant state until awakened by their fallen masters.

Mental characteristics

Personal history

These creatures have been molded by the Fallen for millenia.  They are used for all manner of missions but primarily to take the shape of the target, infiltrate their lives and spy on someone.
Age
20 to 450 years
Children
Sex
intersex
Gender
Nonbinary
Eyes
Dark Blue
Hair
None
Skin Tone/Pigmentation
Pale Blue and dull grey
Height
5'5"
Weight
200

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