Bestiary

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Angel Tarragon

Dawn Dragon
This where my monsters of the Tale will be put.
If you wish to discuss my creations, please feel free to here.


Monster Index
  • Doppelgangers
    • Blackscale (#4)
    • Bluescale (#3)
    • Greenscale (#2)
    • Redscale (#5)
 
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Greenscale Doppleganger

Greenscale Doppelganger
Medium Monstrous Humanoid (Amphibious, Reptilian, Shapechanger)

Code:
[B]Hit Dice:[/B]		10d8+25 (67 hp)
[B]Initiative:[/B]		+9
[B]Speed:[/B]			40 feet, Swim 45 Feet
[B]Armor Class:[/B]		17 (+1 Dexterity, +6 natural), touch 11, flat-footed 16
[B]Base Attack/Grapple:[/B]	+10/+11
[B]Attack:[/B]			Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
[B]Full Attack:[/B]		Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
[B]Space/Reach:[/B]		5 ft./5 ft.
[B]Special Attacks:[/B]	Detect thoughts
[B]Special Qualities:[/B]	Amphibious, change shape, darkvision 60’, immunity to 
                        sleep and charm effects, scent
[B]Saves:[/B]			Fort +7, Ref +12, Will +10
[B]Abilities:[/B]		Str 14, Dex 12, Con 14, Int 13, Wis 16, Cha 15
[B]Skills:[/B]			Balance +6*, Bluff +13*, Diplomacy +13, Disguise +13* 
                        (+15 Acting), Intimidate +4, Jump +6*, Listen +8, 
                        Sense Motive +8, Spot +8, Swim +13
[B]Feats:[/B]			Dauntless, Dodge, Great Fortitude, Improved Initiative, 
                        Lightning Initiative, Lightning Reflexes, Rapid Swimmer, 
                        Swift as the Wind
[B]Environment:[/B]		Any
[B]Organization:[/B]		Solitary, pair, or gang (3–6)
[B]Challenge Rating:[/B]	9
[B]Treasure:[/B]		Double standard
[B]Alignment:[/B]		Usually neutral
[B]Advancement:[/B]		By character class
[B]Level Adjustment:[/B]	+8

Greenscale doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature is a lithe reptilian humanoid covered completely in green scales, some having a lighter or darker hue than others. It has large eyes, with a green tint to them where the whites would normally be and narrow slitted yellow pupils. Doppelgangers, no matter which kind they are, never have any naturally occurring hair.

When in their natural form, doppelgangers are easy to underestimate. Doppelgangers are hardy and quick, which is not something that an onlooker could guess.

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.

In its is natural form a doppelganger is about 6 feet tall and weighs about 230 pounds.

COMBAT
When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, the doppelganger uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.

Amphibious (Ex): Doppelgangers can breathe air and water equally well, without limitation.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Skills: Doppelgangers have a +4 racial bonus on Balance, Bluff, Disguise and Jump checks. In addition, doppelgangers have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Doppelgangers can always choose to Take 10 on a Swim check, even if distracted or endangered. Doppelgangers can use the run action while swimming, provided it swims in a straight line.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

DISCUSS
 
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Bluescale Doppelganger
Medium Monstrous Humanoid (Amphibious, Reptilian, Shapechanger)

Code:
[B]Hit Dice:[/B]		10d8+25 (67 hp)
[B]Initiative:[/B]		+9
[B]Speed:[/B]			40 feet, Swim 45 Feet
[B]Armor Class:[/B]		17 (+1 Dexterity, +6 natural), touch 11, flat-footed 16
[B]Base Attack/Grapple:[/B]	+10/+11
[B]Attack:[/B]			Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
[B]Full Attack:[/B]		Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
[B]Space/Reach:[/B]		5 ft./5 ft.
[B]Special Attacks:[/B]	Detect thoughts
[B]Special Qualities:[/B]	Amphibious, change shape, darkvision 60’, immunity to 
                        sleep and charm effects, scent, spell-like abilites
[B]Saves:[/B]			Fort +7, Ref +12, Will +10
[B]Abilities:[/B]		Str 14, Dex 12, Con 14, Int 13, Wis 16, Cha 15
[B]Skills:[/B]			Balance +6*, Bluff +13*, Diplomacy +13, Disguise +13* 
                        (+15 Acting), Intimidate +4, Jump +6*, Listen +8, 
                        Sense Motive +8, Spot +8, Swim +13
[B]Feats:[/B]			Dauntless, Dodge, Great Fortitude, Improved Initiative,
                        Lightning Initiative, Lightning Reflexes, Rapid Swimmer, 
                        Swift as the Wind
[B]Environment:[/B]		Any
[B]Organization:[/B]		Solitary, pair, or gang (3–6)
[B]Challenge Rating:[/B]	11
[B]Treasure:[/B]		Double standard
[B]Alignment:[/B]		Usually neutral
[B]Advancement:[/B]		By character class
[B]Level Adjustment:[/B]	+8
Bluescale doppelgangers are a variant of the doppelganger that has inherent magical abilities plus all of the normal abilities of a greenscale doppelganger. In its natural form, the creature is a lithe reptilian humanoid covered completely in blue scales, some having a lighter or darker hue than others. It has large eyes, with a blue tint to them where the whites would normally be and narrow slitted green pupils. Doppelgangers, no matter which kind they are, never have any naturally occurring hair.

When in their natural form, doppelgangers are easy to underestimate. Doppelgangers are hardy and quick, which is not something that an onlooker could guess.

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.

It is natural form a doppelganger is about 6 feet tall and weighs about 230 pounds.

COMBAT
When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, the doppelganger uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.

Amphibious (Ex): Same as the greenscale doppelganger ability of the same name.

Change Shape (Su): Same as the greenscale doppelganger ability of the same name.

Detect Thoughts (Su): Same as the greenscale doppelganger ability of the same name.

Spell-like Abilities (Sp): Comprehend Languages (At Will; CL 10, PHB 212), Read Magic (1/Day; CL 10, PHB 269), Stabilize (At Will; CL 10, PFRPG 275), Zone of Truth (At Will; CL 10, PHB 303)

Supernatural Abilities (Su): Detect Magic (CL 10, PHB 219), Discern shapechanger (CL 10; SpCom 66)

Skills: Doppelgangers have a +4 racial bonus on Balance, Bluff, Disguise and Jump checks. In addition, doppelgangers have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Doppelgangers can always choose to Take 10 on a Swim check, even if distracted or endangered. Doppelgangers can use the run action while swimming, provided it swims in a straight line.

*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Tactics: Bluescale doppelgangers are careful combatants, as they try not to kill an opponent except only when pressed. The Bluescale doppelganger will use stabilize on opponents that are knocked unconscious from physical damage then will bind them and when they awake the doppelganger will interrogate it and keep them prisoner until it can fully integrate into the prisoners lifestyle. Once this has been achieved the doppelganger will slay the prisoner using methods that will prevent them for rising as an undead.

DISCUSS
 
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