Shapechanger. The doppelganger can use its action to polymorph into 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.
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 10 (3d6) damage from attack
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Druid: Circle of the Moon lvl 12
Combat Wild Shape
4 Cantrips: Control Flames, Druid Craft, Gust, Shape Water
4 Lvl1: Cure Wounds, Goodberry, Ice Knife, Healing Word
3 Lvl2: Spike Growth, Heat Metal, Lesser Restoration,
3 Lvl3: Call Lightning, Daylight, Wind Wall
3 Lvl4: Control Water, Dominate Beast, Watery Sphere
2 Lvl5: Mass Cure Wounds, Greater Restoration, Tree Stride
1 Lvl6: Heroes' Feast
Giant Elk:
- Armor Class 14 (Natural Armor)
- Hit Points 42 (5d12+10)
- Speed 60 ft. Perc:+4,
Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (4d8 + 4)
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.
Air Elemental:
- Armor Class 15
- Hit Points 90 (12d10+24)
- Speed 0 ft., fly 90 ft. (hover)
Damage Resistance Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Giant Scorpion:
- Armor Class 15 (Natural Armor)
- Hit Points 52 (7d10+14)
- Speed 40 ft.
- Blindsight 60 Ft
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage. The target is grappled (Escape DC 12) The scorpion has two claws, each of which can grapple only one target
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking (4d10) poison damage on a failed save, or half as much damage on a successful one.
Combat Wild Shape: expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Description
Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
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