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Need a NPC villian
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<blockquote data-quote="Tormyr" data-source="post: 6915724" data-attributes="member: 6776887"><p>This greater doppelganger could be joined by a pair of regular doppelgangers in a plot to take over an organization.</p><p></p><p>Telakin</p><p>Medium monstrosity (shapechanger), neutral evil</p><p>Armor Class 15 (18 with mage armor, 17 with unarmored</p><p>defense)</p><p>Hit Points 130 (20d8 + 40) + 26 (1d4 + 24) temporary hit points</p><p>Speed 30 ft., 40 ft. Bragat form</p><p></p><p></p><p>STR DEX CON INT WIS CHA</p><p>12 (+1) 18 (+4) 14 (+2) 18 (+4) 16 (+3) 14 (+2)</p><p></p><p></p><p></p><p></p><p>Saving Throws Wis +7, Wis +6</p><p>Skills Deception +10, Insight +7, Perception +7</p><p>Damage Resistances one of acid, cold, fire, lightning, or</p><p>thunder; bludgeoning, piercing, and slashing damage while</p><p>raging</p><p>Condition Immunities Charmed</p><p>Senses Darkvision 60 ft., passive Perception 17</p><p>Languages Common</p><p>Challenge 9 (5,000 XP)</p><p></p><p></p><p>Special Equipment. Telakin has a ring of protection, a scroll of fireball, and a wand of cure </p><p>wounds.</p><p></p><p></p><p>Shapechanger. The doppelganger can use its action to polymorph in a Small or Medium humanoid it has </p><p>seen, or back into its true form. Its statistics, other than its size, are the same in each form. </p><p>Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.</p><p>The greater doppelganger has absorbed Valdagan, a neutral</p><p>evil male human wizard, and Bragat, a chaotic evil male orc</p><p>barbarian.</p><p></p><p></p><p>Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.</p><p></p><p></p><p>Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the </p><p>first round of combat, the target takes an extra 14 (4d6) damage from the attack.</p><p></p><p></p><p>Spellcasting (Valdagan form only). Valdagan is a 12th-level spellcaster that uses Intelligence as </p><p>his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Valdagan has the </p><p>following spells prepared from the wizard’s spell list:</p><p>Cantrips (at will): acid splash, mage hand, minor illusion,</p><p>prestidigitation</p><p>1st level (4 slots): charm person, detect magic, *false life,</p><p>grease, *mage armor, magic missile</p><p>2nd level (3 slots): ray of enfeeblement, scorching ray</p><p>3rd level (3 slots): clairvoyance, dispel magic, fireball,</p><p>protection from energy, slow</p><p>4th level (3 slots): confusion, wall of fire</p><p>5th level (2 slots): dominate person</p><p>6th level (1 slot):</p><p></p><p></p><p>If Telakin is aware of the approach of enemies, he casts the spells marked by an asterisk (*). The </p><p>stat block reflects this, and false life is cast using a 5th-level spell slot.</p><p></p><p></p><p>Frenzy (Bragat form only). The barbarian can enter a frenzy when starting to rage. For the </p><p>remainder of the rage, the barbarian may make an additional attack as a bonus action. After the </p><p>rage ends, the barbarian gains one level of exhaustion.</p><p></p><p></p><p>Reckless (Bragat form only). At the start of its turn, the barbarian can gain advantage on all </p><p>melee weapon attack rolls during that turn, but attack rolls against it have advantage until the </p><p>start of its next turn.</p><p></p><p></p><p>Danger Sense (Bragat form only). The barbarian has advantage on Dexterity saving throws while it is </p><p>not blinded, deafened, or incapacitated.</p><p>Actions </p><p>Multiattack. The doppelganger makes two melee attacks.</p><p>Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.</p><p>Hit: 7 (1d6 + 4) bludgeoning damage.</p><p></p><p></p><p>+1 Frost Greataxe (Bragat form only). Melee Weapon Attack:</p><p>+6 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing</p><p>damage or 11 (1d12 + 5) slashing damage while raging and 3</p><p>(1d6) cold damage.</p><p></p><p></p><p>Rage (Bragat form only, 4/day). As a bonus action, the barbarian can enter a rage for 1 minute. The </p><p>rage ends early if the barbarian is knocked unconscious, ends it as a bonus action or ends a turn </p><p>without attacking or taking damage since the previous turn. The barbarian cannot cast or </p><p>concentrate on spells while raging. While raging, the barbarian has advantage on strength checks </p><p>and saving throws and cannot be charmed or frightened.</p><p></p><p></p><p>Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet </p><p>of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of </p><p>metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can </p><p>continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if </p><p>concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on </p><p>Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</p><p></p><p></p><p>Consume Identity. A greater doppelganger that eats the brain</p><p>of a Medium or smaller humanoid absorbs the mind, memories,</p><p>and personality of that victim. This act must be performed</p><p>within 1 hour of a victim’s death and takes 1 minute. After</p><p>consuming a victim’s identity, a greater doppelganger can</p><p>assume the victim’s form with 100% accuracy and possesses</p><p>the victim’s memories, abilities, and alignment. While in that</p><p>victim’s form, a greater doppelganger can use all of the victim’s</p><p>class features, including spells and bonus feats. This effect does</p><p>not alter the greater doppelganger’s proficiency bonus, hit</p><p>points, saves, feats (unless granted by a class feature), skills</p><p>(except languages), divine spells, paladin class features, or</p><p>other features granted by deities.</p><p>A greater doppelganger can only retain a limited number of</p><p>identities in this fashion, up to 18 total CR. The CR of each</p><p>consumed victim counts toward this limit. When an identity is</p><p>consumed that would exceed this limit, a stored identity must</p><p>be discarded, as decided by the greater doppelganger. The CR</p><p>of any one consumed identity cannot exceed the greater</p><p>doppelganger’s CR.</p><p>If the greater doppelganger commits an act in violation of its</p><p>assumed alignment, it immediately reverts to its true form for</p><p>1d10 rounds. A greater doppelganger can draw on the</p><p>memories of all its consumed identities no matter its form, but</p><p>not on the victim’s class features.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6915724, member: 6776887"] 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. [/QUOTE]
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