| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 17 | +3 | +5 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 13 | +1 | +1 |
| CHA | 18 | +4 | +6 |
Fog Dweller. While in light or heavy obscuration caused by fog, smoke, or mist, the doppelganger has Advantage on Dexterity (Stealth) checks and Attack rolls against creatures that can’t see it clearly.
Veil of Gloom. The doppelganger can cast the Disguise Self spell at will, requiring no components. It may maintain up to two different disguises in memory and switch between them as a [bonus]Bonus Action[/bonus].
Whispers of the Borrowed. As long as the doppelganger has spent 10 minutes observing or interacting with a creature, it can mimic that creature's voice, mannerisms, and surface memories (insight DC 15 to detect). It gains Advantage on Deception checks to impersonate them.
Multiattack. The doppelganger makes two Slam attacks and may use Shroud of the Mind if available.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13). While reading a creature’s thoughts, the doppelganger has Advantage on Charisma (Deception, Intimidation, or Persuasion) checks against that creature.
Shroud of the Mind (Recharge 5–6). The doppelganger releases a psychic wave. Each creature within 10 feet must make an Intelligence saving throw (DC 13). On a failure, the creature has [Tooltip Not Found] on Wisdom (Insight) and Intelligence (Investigation) checks for 1 minute and hears faint whispering voices in its mind. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid it has seen, or returns to its true form. Its game statistics remain the same, regardless of the form. Equipment isn’t transformed.
Mist Meld. While lightly or heavily obscured, the doppelganger may move up to 10 feet without provoking opportunity attacks.
Unsettling Visage (Recharge 6). When a creature the doppelganger can see starts its turn within 15 feet and can see the doppelganger, it must make a Wisdom saving throw (DC 13). On a failure, the creature is Frightened until the end of its next turn. It repeats the save at the end of each of its turns, ending the effect on a success.
Description
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Appearance.
The Gloomhale doppelganger's natural form is a pale, sinewed horror—lean and eyeless, its head smooth like candle-wax stretched thin. Its translucent skin glistens faintly, and within its body, observers swear they can see ghostlike flickers of faces, possibly those it has mimicked before. When it breathes, its skin ripples unnaturally, and when it smiles, it reveals no teeth—only a blank stretch of skin that creases like wet cloth. -
Behavior.
Within Gloomhale, the doppelganger works silently and methodically, worming its way into vulnerable roles where it can gather information or disappear without suspicion. It often poses as:-
A lost or abused family member trying to find safety in the city.
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A low-level city clerk or port registrar with access to papers and licenses.
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A whisper broker, trading secrets for favors among criminals, merchants, or desperate commoners.
In these roles, it cultivates fear, doubt, and dependency—never remaining in one face too long.
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Tactics.
The doppelganger prefers ambush and manipulation over direct conflict. It:-
Lures victims into dark alleys, promising information, safety, or leading them to "someone they know."
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Uses its knowledge of multiple identities to sow confusion mid-combat, shifting form and voice.
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In fog or darkness, it uses Mist Meld to vanish between strikes.
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When discovered, it often flees into Gloomhale’s sewer network, where only the brave or foolish dare follow.
In rare moments, if cornered, it may adopt the face of a loved one or respected authority to buy time—or hesitate just long enough to make its pursuers question themselves.
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Environmental Role: Gloomhale Habitat Notes
Gloomhale offers ideal conditions for such a creature to thrive:
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The sewer network beneath the city is vast, partially mapped, and decaying. It’s home to refuse, forgotten tunnels, cult hideouts, and creatures most citizens pretend do not exist. The doppelganger uses these to travel unseen, store stolen belongings, or host secret meetings.
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The alleys and narrow passages between the old stone tenements are like veins running through the city’s body—wet with fog, choked with rot, and always watching. Many are dead ends or loop in strange ways, making them perfect traps for the unwary.
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The outlying shanty towns along the city’s crumbling edges are filled with desperate souls—refugees, broken families, and outcasts. The doppelganger often infiltrates these zones, exploiting the weak or stepping into missing roles unnoticed.
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The dockyards, both external along the River Tardev and internal along the city’s canal system, are in constant motion. Cargo shifts, workers change, and strangers come and go by the hour. Few question a new face here. In the early dawn fog or late-night silence, the doppelganger may assume the guise of a harbormaster, guard, or drunken sailor—just long enough to find its next victim.
This is creation for the World of Cindria Specifically the city of Gloomhale on the continent Tavrus
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