Please Critique: Homebrew Doppelganger

Angel Tarragon

Dawn Dragon
I modified the Doppelganger stats by adding the Amphibious and Reptilian templatess and am curious to know if eveything adds up right. I know I am over on the number of feats allowable by RAW, but I am using homebrew feat rules, so just ignore that little bit; also hp is purposely set at 75% of maximum. Please let me know if anything else is amiss though.

Doppelganger
Medium Monstrous Humanoid (Amphibious, Reptilian, Shapechanger)
Hit Dice: 7d8+14 (56 hp)
Initiative: +4
Speed: 30 feet, Swim 35 Feet
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
Full Attack: Claw + 6 melee, (1d6+2), Slam +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts
Special Qualities: Amphibious, change shape, darkvision 60’, immunity to sleep and charm effects, Scent
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 14, Dex 11, Con 14, Int 13, Wis 16, Cha 15
Skills: Balance +6*, Bluff +11*, Diplomacy +5, Disguise +10* (+12 Acting), Intimidate +4, Jump +6*, Listen +7, Sense Motive +7, Spot +7, Swim +11
Feats: Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Rapid Swimmer
Environment: Any
Organization: Solitary, pair, or gang (3–6)
Challenge Rating: 6
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +6
 

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hey there. :) without going in-depth, one thing that pops out is that you might want to put an "or" between the two attack modes. unless you're intending to allow it to make a slam and a claw each round, in which case the secondary attack should be at +1 attack bonus. :)
 


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