Medium Humanoid (Shapechanger), Neutral
Armor Class 22 Natural Armor
Hit Points 632 (30d8 + 500)
Speed 30 ft., Can use the movement of the current Shallow Form, Full Form, or Flash Form.
STR
28 (+9)
DEX
30 (+10)
CON
20 (+5)
INT
16 (+3)
WIS
17 (+3)
CHA
29 (+9)
Saving Throws CON +14, CHA +18
Skills Arcana +7, Deception +11, Insight +9, Intimidation +11, Persuasion +11
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft. Passive Perception 17, Passive Perception 17
Languages All Can freely use the language(s) of its current Form., Common Can speak Common in any Form., Telepathy Only in it's Natural Form. Can speak Common in any Form. Can speak the current Form's Languages fluently. Can 'speak' Telepathy only in its Natural Form.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Form Shifting

Consume Identity. In its Natural Form, an Apex Doppelgänger that magically absorbs the brain of a recently deceased creature (with a Challenge Level at or below 25) (dead for no longer than 24 hours), can literally consume the person's identity and it becomes a saved "Full Form". It can perfectly imitate that person's shape and gains all of his/her skills, memories and class abilities, with the exception of certain spells and abilities granted to the person by another being. In game mechanics, this means that the doppelgänger cannot access cantrips and/or level 1 spells from clerics, paladins and warlocks. (If rangers and druids specifically gain their powers from gods, they too have this restriction)

An Apex Doppelgänger can safely consume up to five Full Form identities, if it tries to consume a sixth, it must make a Wisdom save against a DC of 14 or loose a Full Form and it's identity at random. This DC increases by +2 for each identity beyond the fourth. Alternatively, it can willingly loose one chosen Full Form identity before making the Wisdom save, avoiding the random loss.

Change Shape+. The Apex Doppelgänger magically polymorphs into a humanoid or beast that has a Challenge rating no higher than its own, or back into its true Natural Form. It reverts to its true form if it dies. Any part of it separated from the body in a changed form stays as the changed from's separated part (i.e. A severed goblin ear stays a severed goblin ear). Any Equipment it is wearing or carrying is absorbed or borne by the new Form (the doppelgänger choice). If it is turning into a saved, consumed, complete Form (a Full Form), see Change Shape (Full). If it is turning into a creature only previously studied and observed, then see Change Shape (Shallow).

When a specific Form has taken damage overtime equal to or greater than the Form's creature's average HP, the Apex Doppelgänger immediately reverts to its Natural Form, and the previous Form becomes an "Inactive Form", and cannot be used again until a long rest. (i.e. the Apex Doppelgänger's Shallow Form 'goblin' took 8 damage, so the doppelgänger reverts to it's Natural Form, and cannot use 'goblin' again until a short rest). Applies to both Full Forms and Shallow Forms.

- Change Shape (Full). In a new Full Form, the doppelgänger retains its Alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this Change Shape Action. Its Statistics and capabilities are otherwise replaced by those of the new Form, except any Legendary Actions or Legendary Resistance of that Form. The Apex Doppelgänger retains its original of those.

While in a Full Form, the doppelgänger has access to detailed memories of the identity, and can impersonate it extremely well. It can freely use magical items that matches the Full Form. The new Form carries over only this Change Shape Action, so it cannot use Read Thoughts or Reactive Mind Reading in the Full Form.

- Change Shape (Shallow). It transforms into the Form of a creature from it's active Shallow Form Slots. In a new Shallow Form, the doppelgänger changes only the appearance, respective movement (fly, burrow, swim) & breathing abilities (water-breathing/gas-breathing) of the Shallow Form. The Apex Doppelgänger retains its Legendary Actions. Otherwise, it has limited actions that it can use, including Read Thoughts and Reactive Mind Reading. Cannot use magical items in a Shallow Form.

When successfully damaged in a Shallow Form, the doppelgänger must succeed a DC 5 Constitution saving throw to avoid immediately reverting back into it's Natural Form.

Shallow Form Slots. An Apex Doppelgänger can have up to 15(3d8 + 5) Shallow Form Slots ready at a time. Similar to spell slots, These Shallow Form slots can each hold 1 Shallow Form ready to use, but it can swap out with other recorded Shallow Forms on a Short or Long Break. If it attempts to save the appearance of a creature as a new Shallow Form, it must have a Shallow Form Slot available. Otherwise, it cannot immediately imitate the creature. However, during a short or long break, it can readjust its Shallow Form slots and equip the creature's form.

Observe. Intently watch a creature, studying it's natural appearance and mannerisms. Observing for a total of 60 seconds stores a copy of the creature's form in the doppelgänger's Mental Form List.

Mental Form List. The doppelgänger has a strong mental list of all the forms it has intently observed for a total 60 seconds. It cannot naturally forget any of these Forms, and can use these Forms to fill in it's Shallow Form Slots. This mental list has a maximum of 250 Forms.


Ambusher. In the first round of a combat, the doppelgänger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelgänger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Legendary Resistance (3/Day). If the doppelgänger fails a saving throw, it can choose to succeed instead.

Actions

Natural Form

Multiattack. The doppelgänger makes two melee attacks.

Slam+. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: (4d10 + 10) bludgeoning damage by fists or body.

Read Thoughts. The doppelgänger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. 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 doppelgänger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Reactive Mind Reading+. A stronger version of Reactive Mind Reading. When a creature, that the Apex Doppelgänger is aware of, attacks it, the doppelgänger can use its reaction and roll 1d6 (as opposed to 1d4), the result is imposed as a negative modifier on the attack roll, as the creature attempts to react to the attack by quickly scanning its attacker's thoughts. Using this reaction automatically breaks its concentration while actively using read thoughts


Shallow Form

Multiattack.  The doppelgänger makes two melee attacks.

Slam+. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: (4d10 + 10) of damage type appropriate to the Shallow Form.

Read Thoughts. The doppelgänger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelgänger can continue reading its thoughts, as long as the doppelgänger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelgänger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Reactive Mind Reading. When a creature, that the doppelgänger is aware of, attacks it, the doppelgänger can use its reaction and roll 1d4, the result is imposed as a negative modifier on the attack roll, as the creature attempts to react to the attack by quickly scanning its attacker's thoughts. Using this reaction automatically breaks its concentration while actively using read thoughts.

Reactions

Change out of Grapple. If successfully grappled, use Change Shape (Shallow) to try and escape: grappler must make a DC 15 Dexterity saving throw to continue grappling the doppelgänger in it's new Shallow Form.

Change into Water. If forced into a body of water, must use Change Shape (Shallow) into a Shallow Form that can swim.

Change onto Land. If forced onto land in a Form that is not able to walk, must use Change Shape (Shallow) into a Shallow Form that can walk. 

Legendary Actions

Apex Doppelgänger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Apex Doppelgänger regains spent legendary actions at the start of their turn. These can be used in any Form.

Lash Out. Makes a single melee attack.

Out of Harm's Way. Disengage & moves up to the current Form's speed.

Swift Shift True. Uses Change Shape to change into it's true Natural Form, using only one Legendary Action.

Swift Shift+ (Costs 2 Actions). Uses Change Shape to change into a Form besides its Natural Form.

Flash Form (Costs 3 Actions). Change into a form of a creature that has observed for at least 6 seconds within the last hour. This is a Flash Form that mechanically works like a Shallow Form. This Flash Form is lost (can not be changed into again) as soon as this Flash Form is changed out of.

Description

As a result of their abilities, doppelgängers are often lazy and happy to live off the profits of prior schemes in luxury. This even extends to raising their young, preferring instead to assume an attractive male form and impregnate a female of almost any race, then leaving them to raise their own progeny. A child of this union seems to be a normal member of the mother's race until it reaches adolescence, at which point it discovers its true nature and is impelled find more of its own kind.

Doppelgängers work alone or in small groups. When working together they each play specific roles in carefully crafted plots to part people from their wealth and valuables. Despite this, most doppelgängers are neutral rather than evil, acting out of extreme self-interest rather than any wish to harm the victims of their cons. Doppelgängers which fall to evil tend to murder rich targets and assume their lavish lifestyles, and potentially use this person's influence to extort the weak for greater profit.

Doppelgängers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. 

In their true forms (Natural Form) they appear as tall, grey humanoids with circular red eyes, no mouth and ears reminiscent of elves. In these true forms their skin is gelatinous to the touch, and they have slim, frail looking builds—yet even this is misleading to their advantage, for a doppelganger is tough and agile no matter what guise they take.

Dopplegangers usually assume the name of the person they're impersonating, or at least one fitting to that race. However, most doppelgangers have a personal name kept secret from the wider world and only shared among their own kind. This personal name could be the original name from their birth parent, although most choose a new one after realizing their true nature—on the whole, these names sound vaguely elvish.

Doppleganger Names: Aaelis, Barri'lon, Idellios, Karros, Lana'thir, Tariel


An Apex Doppelgänger is one in a billion mutation of the doppelgängers. An Apex Doppelgänger is a near god level monster in the body of... well... whatever it wants to be. It has extremely fluid shapeshifting abilities, and easily has access to the forms of dragon-level monsters. They often become even more narcissistic and egocentric than their fellow kind, believing that the world's inhabitants are theirs to play with. Seeking to direct fantastic plays and dramas and tragedies using whole kingdoms as its unwitting actors, they create deep social webs on all sides with the various forms it can take. It enjoys successful trickery and revels in dramatic reveals of its true nature.


 Occasionally they make a lair within a medium or large active settlement, establishing itself as a powerful leader of that race's group. In combat, they use mostly their Full Forms for dealing damage, and Shallow forms for tricky deception or maneuvering, and Flash Forms for almost immediate camouflage.

A smart Apex Doppelgänger does not make it easy to tell which Forms are Full or just Shallow. This is because while in a Shallow Form, the Apex Doppelgänger does not have access to the Shallow Form's class abilities, skills, memories or Actions. It also cannot use any magical items while in a Shallow Form. In a life or death situation, it will not hesitate to use it's Natural Form for the Reactive Mind Reading+, or any of it's more powerful Full Forms. It will almost always seek self-preservation over dying, seeking to escape using all kinds of tricks, Form shifting, and evasion when down to a 1/4th of its HP.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2019 8:42:07 PM
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4/15/2019 4:17:50 AM
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Monster Tags: Shapechanger

Habitat: Urban

PickPockKet

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