Disguise. Alternates can disguise themselves as their victims, mostly coming in 2 types.
-Type 1, Doppelgängers: Type 1 Alternates look very similar to their prey with some noticable differences
-Type 3, Flawed Impersonators: Type 3 Alternates have varying characteristics that make them easy to spot. Elongated limbs, disturbing facial features, any sort of biologically impossible characteristics.
-Undisguised: Their Undisguised form looks like a black humanoid shape with only it's white eyes visible.
-Shadow Stalk. If they are a Type 3 or Undisguised Alternate, they can't be seen in dark light, unless a creature is 30-feet near it.
Paranoia. When undisguised and any creature is 25-feet near this creature, It makes a DC 20 Wisdom save. If it fails, it becomes Frightened for 5 turns.
M.A.D. You speak forbidden words that make your enemies volatile. You target any creature in 50-feet, and that creature must make a DC 20 Wisdom save. If it succeeds, it has no effect. If it fails, the creature spends their next turn paralyzed, shocked from the forbidden words. They then take 1d12+5 Psychic damage per turn for 3 turns.
Description
A complete disgrace to all life, Alternates seem to have one goal, replace every living being with an Alternate copy. They do this with their ability to coerce their victims to giving up and joining their cause. They seem to have a leader, but this leader is plagued in mystery.
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