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DoppelgangerCreature 3


UncommonNMediumHumanoid
Source Pathfinder Bestiary
Perception +7 (darkvision)
Languages Common, Two Other Languages
Skills Deception +11, Diplomacy +11, Society +8, Stealth +8
Str +3, Dex +3, Con +0, Int +1, Wis +2, Cha +4

AC 18; Fort +5; Reflex +10; Will +11;
HP 50
Speed 25 feet

Claw One Action +10 (+6, +2) to hit (agile) 2d6+5 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

End the Charade Reaction (attack)

Trigger The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it.


Effect The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is Flat-Footed against this attack.

Change Shape One Action (arcane, concentrate, polymorph, transmutation)

The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning).


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.


Arcane Innate Spells (DC 21, +13 to hit)

3rd Level: Mind Reading (At Will)


In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected.

Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other persons to allow the creatures they're impersonating to take the fall for any negative consequences that may result from their actions.

Though most are not evil, doppelgangers are manipulative and self-serving. As they don't have their own society and aren't monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation's political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families.

Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time-even decades-to yield results.

Doppelgangers often work alone, as they don't trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it's because they've taken the shape of a target group's leader, unbeknownst to the organization's members.

Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist-but using a doppelganger like this in your game should be handled with care.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.