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Doppelganger (BB)Creature 3

Source Pathfinder Beginner Box
Perception +7 (darkvision)
Languages none
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


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.

End the Charade Reaction

When the doppelganger is transformed with Change Shape and another creature moves adjacent to them or uses a Strike or another hostile action against them, the doppelganger can use its reaction to revert to its natural form and make a Strike against that creature.

If the creature was unaware the doppelganger was in disguise, that creature has the Flat-Footed condition against this Strike.

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

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

Mind Reading Two Actions (arcane, manipulate)

The doppelganger attempts to read the surface thoughts of one creature within 30 feet. The target resists if it succeeds at a DC 21 will save.

Doppelgangers can transform into perfect copies of other creatures but have indeterminate forms in their natural states.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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