Medium Humanoid (Shapechanger), Neutral
Armor Class 17 Unarmored
Hit Points 80 (10d8 + 10)
Speed 50 ft.
STR
13 (+1)
DEX
20 (+5)
CON
12 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws STR +4, DEX +8
Skills Acrobatics +9, Deception +6, Insight +6, Persuasion +6, Religion +3, Stealth +9
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Common Common, Elvish, Goblin, Infernal, Orc
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Fast: 50 ft. walk speed.

Shapechanger. The Changeling 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 Changeling has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the Changeling 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.

Ki Points (Special): You can spend Ki Points to fuel ki features. You have 10 points per short rest and your Ki save DC is 14.
  • Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Sentinel Attack: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Deflect Missiles Attack: If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).
Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by 50
Shadow Arts: You gain the minor illusion cantrip if you don’t already know it. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components.
 
Shadow Step: When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
 
Stillness of Mind: You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Actions

Multiattack. The doppelganger makes two unarmed strikes

Unarmed Strike: Melee Attack +9 to Hit, 1d6+5 magical bludgeoning Damage

Dart: Ranged weapon. (20/60 feet) Attack +9 to Hit, 1d4+5 piercing damage.

 

 

 

 

Description

Changelings are resourceful shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Monks from Order of the Shadow guard the secrets of their clans. Monks of this order serve the Traveller and believe that taking on a persona is a sacred act - that each of the personas they create exists as a separate entity within themselves and that they are merely the maestro selecting tunes for a grand concert - a shadowed veil to part every potential persona that will come to live inside of them in their lifetime. The promises and acts of one persona do not effect the others that live within them and they will only accept responsibility for the actions of a particular persona when wearing their guise. Most of them use the the self reflective pronoun "we" when speaking about themselves as individuals and prefer the pronoun "they/them" when in the company of those they trust.

In their base form their skins fall into a spectrum of sallow greys. They have no pupils and their hair is typically white tinted with a hit of a pastel shade. Their bodies are long and thin. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2019 10:49:05 PM
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12/2/2019 3:01:46 PM
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Monster Tags: Shapechanger

Habitat: UnderdarkUrban

Hearthsinger

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