This greater doppelganger could be joined by a pair of regular doppelgangers in a plot to take over an organization.
Telakin
Medium monstrosity (shapechanger), neutral evil
Armor Class 15 (18 with mage armor, 17 with unarmored
defense)
Hit Points 130 (20d8 + 40) + 26 (1d4 + 24) temporary hit points
Speed 30 ft., 40 ft. Bragat form
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 18 (+4) 16 (+3) 14 (+2)
Saving Throws Wis +7, Wis +6
Skills Deception +10, Insight +7, Perception +7
Damage Resistances one of acid, cold, fire, lightning, or
thunder; bludgeoning, piercing, and slashing damage while
raging
Condition Immunities Charmed
Senses Darkvision 60 ft., passive Perception 17
Languages Common
Challenge 9 (5,000 XP)
Special Equipment. Telakin has a ring of protection, a scroll of fireball, and a wand of cure
wounds.
Shapechanger. The doppelganger can use its action to polymorph in a Small or Medium humanoid it has
seen, or back into its true form. Its statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
The greater doppelganger has absorbed Valdagan, a neutral
evil male human wizard, and Bragat, a chaotic evil male orc
barbarian.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Spellcasting (Valdagan form only). Valdagan is a 12th-level spellcaster that uses Intelligence as
his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Valdagan has the
following spells prepared from the wizard’s spell list:
Cantrips (at will): acid splash, mage hand, minor illusion,
prestidigitation
1st level (4 slots): charm person, detect magic, *false life,
grease, *mage armor, magic missile
2nd level (3 slots): ray of enfeeblement, scorching ray
3rd level (3 slots): clairvoyance, dispel magic, fireball,
protection from energy, slow
4th level (3 slots): confusion, wall of fire
5th level (2 slots): dominate person
6th level (1 slot):
If Telakin is aware of the approach of enemies, he casts the spells marked by an asterisk (*). The
stat block reflects this, and false life is cast using a 5th-level spell slot.
Frenzy (Bragat form only). The barbarian can enter a frenzy when starting to rage. For the
remainder of the rage, the barbarian may make an additional attack as a bonus action. After the
rage ends, the barbarian gains one level of exhaustion.
Reckless (Bragat form only). At the start of its turn, the barbarian can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have advantage until the
start of its next turn.
Danger Sense (Bragat form only). The barbarian has advantage on Dexterity saving throws while it is
not blinded, deafened, or incapacitated.
Actions
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.
+1 Frost Greataxe (Bragat form only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing
damage or 11 (1d12 + 5) slashing damage while raging and 3
(1d6) cold damage.
Rage (Bragat form only, 4/day). As a bonus action, the barbarian can enter a rage for 1 minute. The
rage ends early if the barbarian is knocked unconscious, ends it as a bonus action or ends a turn
without attacking or taking damage since the previous turn. The barbarian cannot cast or
concentrate on spells while raging. While raging, the barbarian has advantage on strength checks
and saving throws and cannot be charmed or frightened.
Read Thoughts. The doppelganger 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 doppelganger 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 doppelganger has advantage on
Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Consume Identity. A greater doppelganger that eats the brain
of a Medium or smaller humanoid absorbs the mind, memories,
and personality of that victim. This act must be performed
within 1 hour of a victim’s death and takes 1 minute. After
consuming a victim’s identity, a greater doppelganger can
assume the victim’s form with 100% accuracy and possesses
the victim’s memories, abilities, and alignment. While in that
victim’s form, a greater doppelganger can use all of the victim’s
class features, including spells and bonus feats. This effect does
not alter the greater doppelganger’s proficiency bonus, hit
points, saves, feats (unless granted by a class feature), skills
(except languages), divine spells, paladin class features, or
other features granted by deities.
A greater doppelganger can only retain a limited number of
identities in this fashion, up to 18 total CR. The CR of each
consumed victim counts toward this limit. When an identity is
consumed that would exceed this limit, a stored identity must
be discarded, as decided by the greater doppelganger. The CR
of any one consumed identity cannot exceed the greater
doppelganger’s CR.
If the greater doppelganger commits an act in violation of its
assumed alignment, it immediately reverts to its true form for
1d10 rounds. A greater doppelganger can draw on the
memories of all its consumed identities no matter its form, but
not on the victim’s class features.