Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Needed to Balance Doppelganger Variants
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ghabrel" data-source="post: 6908273" data-attributes="member: 6805138"><p>Alright, so, good news bad news. Good news: After tweaking the health of the flayer, it fits nearly perfectly into my projected CR area (5 balanced against 10 level 16 PCs). Bad news: The changer and flayer each have their effective attributes boosted wildly beyond their designated CR (which it just so happens are exactly where they need to be). So, yeah, I'm gonna do some thinking and would certainly welcome any advice or suggestions.</p><p></p><p></p><p><strong>Labyrinth Skinchanger</strong></p><p>Small Monstrosity (Shapechanger) CR 3 (700 XP)</p><p>AC 15 HP 117 (18d6 + 36) Spd. 40’</p><p>-----Attributes-----</p><p><strong>Str</strong> 11 (+0) <strong>Dex</strong> 20 (+5) <strong>Con</strong> 12 (+1)</p><p><strong>Int</strong> 13 (+1) <strong>Wis</strong> 14 (+2) <strong>Cha</strong> 16 (+3)</p><p>-----Abilities-----</p><p><strong>Skills</strong> Acrobatics +6, Athletics +3, Deception +4, Insight +4, Perception +3, Sleight of Hand +5, Stealth +7</p><p><strong>Condition Immunities</strong> charmed</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 15</p><p><strong>Languages</strong> Common</p><p><strong>Armor</strong> None</p><p><strong>Proficiency</strong> +2</p><p>-----Special Abilities-----</p><p><strong>Ambusher</strong> The skinchanger has advantage on attack rolls against any creature it has surprised.</p><p><strong>Assassinate</strong> Any hit the skinchanger scores against a surprised creature is a critical hit.</p><p><strong>Avoidance</strong> The skinchanger takes no damage from effects that allow a saving throw if it succeeds, and half damage if it fails.</p><p><strong>Chameleon Skin</strong> When making Dexterity (Stealth) checks, the skinchanger has advantage.</p><p><strong>Change Shape</strong> The skinchanger magically polymorphs into a humanoid or beast that is medium or smaller, even a specific one if it has been seen before, or back into its true form. The skinchanger adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies.</p><p><strong>Charm (1/Day)</strong> The skinchanger targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the skinchanger. The charmed target regards the skinchanger as a trusted friend to be heeded and protected. Although the target isn’t under the skinchanger’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinchanger or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinchanger is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</p><p><strong>Devour Intellect</strong> The skinchanger targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 15 Intelligence saving throw against this magic or take 5 (1d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.</p><p><strong>Grappler</strong> The skinchanger has advantage on attack rolls against targets it has grappled.</p><p><strong>Leap</strong> If the skinchanger jumps at least 20 feet as part of its movement, it can then use this action to land in a space occupied by an enemy and immediately resolve a kick attack against it, automatically knocking the target prone and pushing it 5 feet if the attack hits and falling prone in a free adjacent space if it misses. If the attack hits and there is at least one additional enemy within 5 feet, the shapechanger may make a tail sweep attack as a bonus action.</p><p><strong>Mimicry</strong> The skinchanger can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</p><p><strong>Naturally Stealthy</strong> The skinchanger can attempt to hide even when its obscured only by a creature that is at least one size larger than it.</p><p><strong>Nimble Escape</strong>: The shapechanger may take Disengage or Hide actions as bonus action on each of its turns.</p><p><strong>Pack Tactics</strong> The skinchanger has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of it and the ally isn’t incapacitated.</p><p><strong>Pounce</strong> If the skinchanger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone. If the target is prone, the skinchanger can make one attack of any type against it as a bonus action.</p><p><strong>Reactive</strong> The skinchanger can take one reaction on every turn in a combat.</p><p><strong>Shadow Stealth</strong> While in dim light or darkness, the skinchanger can take the Hide action as a bonus action.</p><p><strong>Slippery</strong> The skinchanger has advantage on saves and ability checks when escaping a grapple.</p><p><strong>Sneak Attack</strong> Once per turn, the skinchanger may deal an extra 10 (3d6) damage when it hits a target with an attack roll that it has advantage on.</p><p><strong>Spider Climb</strong> The skinchanger can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><strong>Standing Leap</strong> The skinchanger’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.</p><p><strong>Sure-Footed</strong> Against effects that would knock it prone, the skinchanger has advantage on Strength or Dexterity checks.</p><p><strong>Weird Insight</strong> The skinchanger targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinchanger's Wisdom (Insight) check. If the skinchanger wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.</p><p>-----Actions-----</p><p><strong>Multiattack</strong>: The skinchanger makes a bite and a claw attack.</p><p><strong>Bite</strong> (Melee): +6, 5’, one target.</p><p>Hit: 10 (4d4) piercing damage.</p><p><strong>Claw</strong> (Melee): +6, 5’, one target.</p><p>Hit: 9 (2d8) slashing damage.</p><p><strong>Kick</strong> (Melee): +6, 5’, one target.</p><p>Hit: 14 (4d6) bludgeoning damage, and the target must pass a DC 15 Strength saving throw or be knocked prone and pushed back 5 feet.</p><p><strong>Read Thoughts</strong>: The skinchanger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinchanger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinchanger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</p><p><strong>Tail Sweep</strong> (Melee): +6, 5’, one or two targets.</p><p>Hit: 5 (2d4) bludgeoning damage, and the target(s) must pass a DC 13 Strength or Dexterity saving throw (target’s choice) or be knocked prone.</p><p>-----Creation Details-----</p><p><strong>CR Prof. AC HP Att. B D/R Sv. DC</strong></p><p>3 2 13(24) 117 +10 45-50 13</p><p>Adjusted >30 4 17-20 7</p><p>-----</p><p>Abilities increase effective AC beyond all reason, effective Attack Bonus by over a dozen CR, and effective damage per round by 3 CR</p><p> </p><p><strong>Labyrinth Skinwalker</strong></p><p>Medium Monstrosity (Shapechanger) CR 5 (1,800 XP)</p><p>AC 13 HP 159 (18d8 + 42) Spd. 30’</p><p>-----Attributes-----</p><p><strong>Str</strong> 15 (+2) <strong>Dex</strong> 17 (+3) <strong>Con</strong> 14 (+2)</p><p><strong>Int</strong> 15 (+2) <strong>Wis</strong> 16 (+3) <strong>Cha</strong> 18 (+4)</p><p>-----Abilities-----</p><p><strong>Skills</strong> Athletics +5, Deception +6, Insight +5, Perception +4, Sleight of Hand +2, Stealth +5</p><p><strong>Condition Immunities</strong> charmed</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 17</p><p><strong>Languages</strong> Common</p><p><strong>Armor</strong> None</p><p><strong>Proficiency</strong> +3</p><p>-----Special Abilities-----</p><p><strong>Ambusher</strong> The skinwalker has advantage on attack rolls against any creature it has surprised.</p><p><strong>Assassinate</strong> Any hit the skinwalker scores against a surprised creature is a critical hit.</p><p><strong>Chameleon Skin</strong> When making Dexterity (Stealth) checks, the skincwalker has advantage.</p><p><strong>Change Shape</strong> The skinwalker magically polymorphs into a humanoid that is medium or smaller, even a specific one if it has been seen before, or back into its true form. The skinwalker adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies.</p><p><strong>Charm (1/Hr)</strong> The skinwalker targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the skinwalker. The charmed target regards the skinwalker as a trusted friend to be heeded and protected. Although the target isn’t under the skinwalker’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinwalker or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinwalker is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</p><p><strong>Devour Intellect</strong> The skinwalker targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 16 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.</p><p><strong>Grappler</strong> The skinwalker has advantage on attack rolls against targets it has grappled.</p><p><strong>Mimicry</strong> The skinwalker can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.</p><p><strong>Naturally Stealthy</strong> The skinwalker can attempt to hide even when its obscured only by a creature that is at least one size larger than it.</p><p><strong>Pack Tactics</strong> The skinwalker has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of it and the ally isn’t incapacitated.</p><p><strong>Pounce</strong> If the skinwalker moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone. If the target is prone, the skinwalker can make one attack of any type against it as a bonus action.</p><p><strong>Psychic Drain</strong> One creature charmed, subdued, and stunned with Devour Intellect by the skinwalker takes 10 (3d6) psychic damage, and the skinwalker regains hit points equal to the damage the creature takes.</p><p><strong>Reactive</strong> The skinwalker can take one reaction on every turn in a combat.</p><p><strong>Shadow Stealth</strong> While in dim light or darkness, the skinwalker can take the Hide action as a bonus action.</p><p><strong>Slippery</strong> The skinwalker has advantage on saves and ability checks when escaping a grapple.</p><p><strong>Weird Insight</strong> The skinwalker targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinwalker's Wisdom (Insight) check. If the skinwalker wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.</p><p>-----Actions-----</p><p><strong>Multiattack</strong>: The skinwalker makes two claw attacks.</p><p><strong>Claw</strong> (Melee): +9, 5’, one target.</p><p>Hit: 20 (4d8 + 2) slashing damage.</p><p><strong>Slam</strong> (Melee): +9, 5’, one target.</p><p>Hit: 21 (3d12 + 2) bludgeoning damage.</p><p><strong>Read Thoughts</strong>: The skinwalker magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinwalker can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinwalker has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</p><p>-----Creation Details-----</p><p><strong>CR Prof. AC HP Att. B D/R Sv. DC</strong></p><p>5 3 15(18) 159 +12 54-59 15</p><p>Adjusted 13-16 6 24-26 8-9 </p><p>-----</p><p>Abilities increase effective AC by up to 11 CR, effective Attack Bonus by up to 21 CR, and effective damage per round nearly doubles CR</p><p> </p><p><strong>Labyrinth Skinflayer</strong></p><p>Large Monstrosity (Shapechanger) CR 11 (7,200 XP)</p><p>AC 13 HP 218 (20d10 + 68) Spd. 20’</p><p>-----Attributes-----</p><p><strong>Str</strong> 19 (+4) <strong>Dex</strong> 17 (+3) <strong>Con</strong> 14 (+2)</p><p><strong>Int</strong> 16 (+3) <strong>Wis</strong> 18 (+4) <strong>Cha</strong> 20 (+5)</p><p>-----Abilities-----</p><p><strong>Skills</strong> Athletics +7, Deception +8, Insight +7, Perception +6, Stealth +3</p><p><strong>Condition Immunities</strong> charmed</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 20</p><p><strong>Languages</strong> Common</p><p><strong>Armor</strong> None</p><p>-----Special Abilities-----</p><p><strong>Chameleon Skin</strong> When making Dexterity (Stealth) checks, the skinflayer has advantage.</p><p><strong>Change Shape</strong> The skinflayer magically polymorphs into a humanoid that is large or smaller, even a specific one if it has been seen before, or back into its true form. The skinflayer adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies.</p><p><strong>Charm (1/Rd)</strong> The skinflayer targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the skinflayer. The charmed target regards the skinflayer as a trusted friend to be heeded and protected. Although the target isn’t under the skinflayer’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinflayer or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinflayer is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</p><p><strong>Devour Intellect</strong> The skinflayer targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 19 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.</p><p><strong>Grappler</strong> The skinflayer has advantage on attack rolls against targets it has grappled.</p><p><strong>Mimicry</strong> The skinflayer can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.</p><p><strong>Psychic Drain</strong> One creature charmed, subdued, and stunned with Devour Intellect by the skinflayer takes 22 (4d10) psychic damage, and the skinflayer regains hit points equal to the damage the creature takes.</p><p><strong>Shadow Stealth</strong> While in dim light or darkness, the skinflayer can take the Hide action as a bonus action.</p><p><strong>Slippery</strong> The skinflayer has advantage on saves and ability checks when escaping a grapple.</p><p><strong>Weird Insight</strong> The skinflayer targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinflayer's Wisdom (Insight) check. If the skinflayer wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.</p><p>-----Actions-----</p><p><strong>Multiattack</strong>: The skinflayer makes two claw attacks.</p><p><strong>Claw</strong> (Melee): +12, 10’, one target.</p><p>Hit: 31 (6d8 + 4) slashing damage, and the target must pass a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone.</p><p><strong>Devour</strong> (Melee): +12, 5’, one subdued or grappled target.</p><p>Hit: 37 (5d12 + 4) necrotic damage, and the skinflayer gains that many hit points.</p><p><strong>Read Thoughts</strong>: The skinflayer magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinflayer can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinflayer has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</p><p>-----Creation Details-----</p><p><strong>CR Prof. AC HP Att. B D/R Sv. DC</strong></p><p>11 4 13(17) 218 +8 69-74 17</p><p>Adjusted Par 10 Par Par?</p><p>-----</p><p>This one actually seems to be right where it needs to be…</p></blockquote><p></p>
[QUOTE="ghabrel, post: 6908273, member: 6805138"] Alright, so, good news bad news. Good news: After tweaking the health of the flayer, it fits nearly perfectly into my projected CR area (5 balanced against 10 level 16 PCs). Bad news: The changer and flayer each have their effective attributes boosted wildly beyond their designated CR (which it just so happens are exactly where they need to be). So, yeah, I'm gonna do some thinking and would certainly welcome any advice or suggestions. [B]Labyrinth Skinchanger[/B] Small Monstrosity (Shapechanger) CR 3 (700 XP) AC 15 HP 117 (18d6 + 36) Spd. 40’ -----Attributes----- [B]Str[/B] 11 (+0) [B]Dex[/B] 20 (+5) [B]Con[/B] 12 (+1) [B]Int[/B] 13 (+1) [B]Wis[/B] 14 (+2) [B]Cha[/B] 16 (+3) -----Abilities----- [B]Skills[/B] Acrobatics +6, Athletics +3, Deception +4, Insight +4, Perception +3, Sleight of Hand +5, Stealth +7 [B]Condition Immunities[/B] charmed [B]Senses[/B] darkvision 60 ft., passive Perception 15 [B]Languages[/B] Common [B]Armor[/B] None [B]Proficiency[/B] +2 -----Special Abilities----- [B]Ambusher[/B] The skinchanger has advantage on attack rolls against any creature it has surprised. [B]Assassinate[/B] Any hit the skinchanger scores against a surprised creature is a critical hit. [B]Avoidance[/B] The skinchanger takes no damage from effects that allow a saving throw if it succeeds, and half damage if it fails. [B]Chameleon Skin[/B] When making Dexterity (Stealth) checks, the skinchanger has advantage. [B]Change Shape[/B] The skinchanger magically polymorphs into a humanoid or beast that is medium or smaller, even a specific one if it has been seen before, or back into its true form. The skinchanger adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies. [B]Charm (1/Day)[/B] The skinchanger targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the skinchanger. The charmed target regards the skinchanger as a trusted friend to be heeded and protected. Although the target isn’t under the skinchanger’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinchanger or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinchanger is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. [B]Devour Intellect[/B] The skinchanger targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 15 Intelligence saving throw against this magic or take 5 (1d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. [B]Grappler[/B] The skinchanger has advantage on attack rolls against targets it has grappled. [B]Leap[/B] If the skinchanger jumps at least 20 feet as part of its movement, it can then use this action to land in a space occupied by an enemy and immediately resolve a kick attack against it, automatically knocking the target prone and pushing it 5 feet if the attack hits and falling prone in a free adjacent space if it misses. If the attack hits and there is at least one additional enemy within 5 feet, the shapechanger may make a tail sweep attack as a bonus action. [B]Mimicry[/B] The skinchanger can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. [B]Naturally Stealthy[/B] The skinchanger can attempt to hide even when its obscured only by a creature that is at least one size larger than it. [B]Nimble Escape[/B]: The shapechanger may take Disengage or Hide actions as bonus action on each of its turns. [B]Pack Tactics[/B] The skinchanger has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of it and the ally isn’t incapacitated. [B]Pounce[/B] If the skinchanger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength or Dexterity saving throw (target’s choice) or be knocked prone. If the target is prone, the skinchanger can make one attack of any type against it as a bonus action. [B]Reactive[/B] The skinchanger can take one reaction on every turn in a combat. [B]Shadow Stealth[/B] While in dim light or darkness, the skinchanger can take the Hide action as a bonus action. [B]Slippery[/B] The skinchanger has advantage on saves and ability checks when escaping a grapple. [B]Sneak Attack[/B] Once per turn, the skinchanger may deal an extra 10 (3d6) damage when it hits a target with an attack roll that it has advantage on. [B]Spider Climb[/B] The skinchanger can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. [B]Standing Leap[/B] The skinchanger’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. [B]Sure-Footed[/B] Against effects that would knock it prone, the skinchanger has advantage on Strength or Dexterity checks. [B]Weird Insight[/B] The skinchanger targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinchanger's Wisdom (Insight) check. If the skinchanger wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. -----Actions----- [B]Multiattack[/B]: The skinchanger makes a bite and a claw attack. [B]Bite[/B] (Melee): +6, 5’, one target. Hit: 10 (4d4) piercing damage. [B]Claw[/B] (Melee): +6, 5’, one target. Hit: 9 (2d8) slashing damage. [B]Kick[/B] (Melee): +6, 5’, one target. Hit: 14 (4d6) bludgeoning damage, and the target must pass a DC 15 Strength saving throw or be knocked prone and pushed back 5 feet. [B]Read Thoughts[/B]: The skinchanger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinchanger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinchanger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. [B]Tail Sweep[/B] (Melee): +6, 5’, one or two targets. Hit: 5 (2d4) bludgeoning damage, and the target(s) must pass a DC 13 Strength or Dexterity saving throw (target’s choice) or be knocked prone. -----Creation Details----- [B]CR Prof. AC HP Att. B D/R Sv. DC[/B] 3 2 13(24) 117 +10 45-50 13 Adjusted >30 4 17-20 7 ----- Abilities increase effective AC beyond all reason, effective Attack Bonus by over a dozen CR, and effective damage per round by 3 CR [B]Labyrinth Skinwalker[/B] Medium Monstrosity (Shapechanger) CR 5 (1,800 XP) AC 13 HP 159 (18d8 + 42) Spd. 30’ -----Attributes----- [B]Str[/B] 15 (+2) [B]Dex[/B] 17 (+3) [B]Con[/B] 14 (+2) [B]Int[/B] 15 (+2) [B]Wis[/B] 16 (+3) [B]Cha[/B] 18 (+4) -----Abilities----- [B]Skills[/B] Athletics +5, Deception +6, Insight +5, Perception +4, Sleight of Hand +2, Stealth +5 [B]Condition Immunities[/B] charmed [B]Senses[/B] darkvision 60 ft., passive Perception 17 [B]Languages[/B] Common [B]Armor[/B] None [B]Proficiency[/B] +3 -----Special Abilities----- [B]Ambusher[/B] The skinwalker has advantage on attack rolls against any creature it has surprised. [B]Assassinate[/B] Any hit the skinwalker scores against a surprised creature is a critical hit. [B]Chameleon Skin[/B] When making Dexterity (Stealth) checks, the skincwalker has advantage. [B]Change Shape[/B] The skinwalker magically polymorphs into a humanoid that is medium or smaller, even a specific one if it has been seen before, or back into its true form. The skinwalker adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies. [B]Charm (1/Hr)[/B] The skinwalker targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the skinwalker. The charmed target regards the skinwalker as a trusted friend to be heeded and protected. Although the target isn’t under the skinwalker’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinwalker or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinwalker is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. [B]Devour Intellect[/B] The skinwalker targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 16 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. [B]Grappler[/B] The skinwalker has advantage on attack rolls against targets it has grappled. [B]Mimicry[/B] The skinwalker can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check. [B]Naturally Stealthy[/B] The skinwalker can attempt to hide even when its obscured only by a creature that is at least one size larger than it. [B]Pack Tactics[/B] The skinwalker has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of it and the ally isn’t incapacitated. [B]Pounce[/B] If the skinwalker moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone. If the target is prone, the skinwalker can make one attack of any type against it as a bonus action. [B]Psychic Drain[/B] One creature charmed, subdued, and stunned with Devour Intellect by the skinwalker takes 10 (3d6) psychic damage, and the skinwalker regains hit points equal to the damage the creature takes. [B]Reactive[/B] The skinwalker can take one reaction on every turn in a combat. [B]Shadow Stealth[/B] While in dim light or darkness, the skinwalker can take the Hide action as a bonus action. [B]Slippery[/B] The skinwalker has advantage on saves and ability checks when escaping a grapple. [B]Weird Insight[/B] The skinwalker targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinwalker's Wisdom (Insight) check. If the skinwalker wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. -----Actions----- [B]Multiattack[/B]: The skinwalker makes two claw attacks. [B]Claw[/B] (Melee): +9, 5’, one target. Hit: 20 (4d8 + 2) slashing damage. [B]Slam[/B] (Melee): +9, 5’, one target. Hit: 21 (3d12 + 2) bludgeoning damage. [B]Read Thoughts[/B]: The skinwalker magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinwalker can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinwalker has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. -----Creation Details----- [B]CR Prof. AC HP Att. B D/R Sv. DC[/B] 5 3 15(18) 159 +12 54-59 15 Adjusted 13-16 6 24-26 8-9 ----- Abilities increase effective AC by up to 11 CR, effective Attack Bonus by up to 21 CR, and effective damage per round nearly doubles CR [B]Labyrinth Skinflayer[/B] Large Monstrosity (Shapechanger) CR 11 (7,200 XP) AC 13 HP 218 (20d10 + 68) Spd. 20’ -----Attributes----- [B]Str[/B] 19 (+4) [B]Dex[/B] 17 (+3) [B]Con[/B] 14 (+2) [B]Int[/B] 16 (+3) [B]Wis[/B] 18 (+4) [B]Cha[/B] 20 (+5) -----Abilities----- [B]Skills[/B] Athletics +7, Deception +8, Insight +7, Perception +6, Stealth +3 [B]Condition Immunities[/B] charmed [B]Senses[/B] darkvision 60 ft., passive Perception 20 [B]Languages[/B] Common [B]Armor[/B] None -----Special Abilities----- [B]Chameleon Skin[/B] When making Dexterity (Stealth) checks, the skinflayer has advantage. [B]Change Shape[/B] The skinflayer magically polymorphs into a humanoid that is large or smaller, even a specific one if it has been seen before, or back into its true form. The skinflayer adopts the attributes, characteristics, and actions of the target it polymorphed into. It reverts to its true form if it dies. [B]Charm (1/Rd)[/B] The skinflayer targets one humanoid it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the skinflayer. The charmed target regards the skinflayer as a trusted friend to be heeded and protected. Although the target isn’t under the skinflayer’s control, it takes its requests or actions in the most favorable way it can, and it is a willing target for its bite attack. Each time the skinflayer or one of its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the skinflayer is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. [B]Devour Intellect[/B] The skinflayer targets one charmed and subdued creature it can see within 5 feet of it that has a brain. The target must succeed on a DC 19 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. [B]Grappler[/B] The skinflayer has advantage on attack rolls against targets it has grappled. [B]Mimicry[/B] The skinflayer can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check. [B]Psychic Drain[/B] One creature charmed, subdued, and stunned with Devour Intellect by the skinflayer takes 22 (4d10) psychic damage, and the skinflayer regains hit points equal to the damage the creature takes. [B]Shadow Stealth[/B] While in dim light or darkness, the skinflayer can take the Hide action as a bonus action. [B]Slippery[/B] The skinflayer has advantage on saves and ability checks when escaping a grapple. [B]Weird Insight[/B] The skinflayer targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the skinflayer's Wisdom (Insight) check. If the skinflayer wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. -----Actions----- [B]Multiattack[/B]: The skinflayer makes two claw attacks. [B]Claw[/B] (Melee): +12, 10’, one target. Hit: 31 (6d8 + 4) slashing damage, and the target must pass a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone. [B]Devour[/B] (Melee): +12, 5’, one subdued or grappled target. Hit: 37 (5d12 + 4) necrotic damage, and the skinflayer gains that many hit points. [B]Read Thoughts[/B]: The skinflayer magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the skinflayer can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the skinflayer has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. -----Creation Details----- [B]CR Prof. AC HP Att. B D/R Sv. DC[/B] 11 4 13(17) 218 +8 69-74 17 Adjusted Par 10 Par Par? ----- This one actually seems to be right where it needs to be… [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Needed to Balance Doppelganger Variants
Top