This grayish humanoid creature seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face.
There exists a variant: Doppelganger (Augmented)
Environment: Any
Organization: 1-6
Proficiency Score: +5
Medium; Neutral/Principle; aberration, humanoid, native
Armor Class: 19 (+1 Dex, +2 Natural, +1 Dodge, +5 Proficiency Score)
Hit Points: 121 (11d10+11)
Speed: 30 feet
Initiative: +1
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 13 (+1) | 12 (+1) | 13 (+1) | 14 (+2) | 13 (+1) |
Saves:
- Fortitude +6
- Reflex +6
- Will +2
Skills:
- Deception +6 (advantage)
- Diplomacy +6
- Insight +7
- Perception +7
- Stealth +6 (advantage)
Immunities:
- Effects with the psychic tag
- Sleep
Senses: Passive Perception 17, dark vision 60 feet
Languages: Common
Mimicry. A Doppelganger is proficient in all weapons, armor, shields, and other items. In addition, a Doppelganger can use any spell or supernatural ability as if it were on its spell list. No spells can be heightened versions.
Spells.
Spell Attack +7, Spell DC 17
At Will:
Actions
Change Shape. As a Double Action, a Doppelganger can assume the appearance of a specific individual. A doppelganger can only change shape to a form that is medium. It gains all senses and movement types, along with all aspects, traits, and other abilities. This ability does not create equipment. All proficiency-based stats are based off the Doppelgangers, rather than what was copied, but this does not prevent the Doppelganger from using abilities that would be otherwise considered too high level. A Doppelganger can change into another form as a double action or its own appearance as a single action.
Claw. Melee Strike +8/+4/+0 (agile, unarmed) with 3d8+3 slashing damage.
Equipment
- Incidental