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Doppelganger

CR 3.00 Monstrous Humanoid N Medium HD 4
This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.

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 dwarven, elven, and human communities. Rather than making themselves targets by taking positions of leadership, they prefer to be the power behind the throne, or use multiple identities to manipulate influential citizens or entire guilds.

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. They are particularly fond of invading human societies in order to indulge in their desires—some enjoy the complex dance of politics while others seek constant change in the race and gender of both themselves and their romantic companions. While not standard, it is those doppelgangers use their gifts for cruel and sadistic purposes that are most notorious, and these shapeshifters are the primary cause of the race's sinister reputation. Certainly, a creature capable of changing its shape has a handy way to avoid capture for its crimes, and some particularly malicious doppelgangers enjoy disrupting relationships by posing as unfaithful lovers.

Rumors persist of even more powerful doppelgangers capable of not only shifting their appearance, but also skills, memories, and even the extraordinary and supernatural abilities of creatures whose forms they choose to mimic. These doppelgangers' change shape ability functions like the spell polymorph rather than alter self.

HP
26 (4d10+4)
AC
16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
Init
+1
Speed
30 ft.
Fort
+4
Ref
+5
Will
+6
BAB
+4
CMB
+8
CMD
20
Melee
2 claws +8 (1d8+4)
Racial Modifiers
+4 Bluff, +4 Disguise
str
18
+4
dex
13
+1
con
12
+1
int
13
+1
wis
14
+2
cha
13
+1

Weapons: Simple

change shape (alter self)

Mimicry — 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.

Perfect Copy — When a doppelganger uses change shape, it can assume the appearance of specific individuals.

Universal Monster Rules

Change Shape (alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Mimicry from text
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.
Perfect Copy from text
When a doppelganger uses change shape, it can assume the appearance of specific individuals.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

Bluff +9 (+13 while using change shape ability), Diplomacy +4, Disguise +9 (+29 while using change shape ability), Perception +9, Sense Motive +6, Stealth +5

spell-like abilities:
At will—Detect Thoughts (DC 13)
Details
Type
Monstrous Humanoid
Alignment
N
Size
Medium
Environment
any
Organization
solitary, pair, or gang (3-6)
Treasure
NPC Gear
Senses
darkvision 60 ft.; Perception +9
Languages
Common
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
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