Monsters / Doppelganger
Doppelganger
CR 3 - 800 XP - N Medium Monstrous Humanoid
Stat block
AC16 (touch 12, flat-footed 14)HP26 (4d10+4)SavesFort +4, Ref +5, Will +6Melee2 claws +8 (1d8+4)Speed30 ft.AbilitiesStr 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13BAB / CMB / CMD+4 / +8 / 20Sensesdarkvision 60 ft.; Perception +9Environmentany
immune charmimmune sleep
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
ambush (from lore)
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society.
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society.
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +9 - hunts where prey is blind
senses: darkvision 60 ft.; Perception +9 - hunts where prey is blind
From the entry
A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
When a doppelganger uses change shape, it can assume the appearance of specific individuals.
Doppelgangers are strange beings that can 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 facial features. Its flesh is pale and hairless, and its eyes are vacant and white.
Doppelgangers prefer infiltrating societies where they can gather wealth and influence, and see little point in forming cities of their own kind. Younger doppelgangers practice their skills by taking over small orc or goblin tribes, then move to more complicated societies like d...