Homebrew Doppelgängers, Remixed Species Details

Doppelgangers are a species of lizard-like, blue-skinned creatures with a complex but structured society divided into three castes: Low, Mid, and High. While all doppelgangers can shapeshift, the extent of their abilities—and how they use them—varies between castes. 

Biological Features
Bone Blades • Each doppelganger is born with 1-4 retractable bone blades that grow from their body like teeth.
• If a blade is broken or dulled, the doppelganger can reabsorb it and regenerate a new set over a week.
• They’re natural weapons that stick out of the skin, think cyberpunk mantis blades, wolverine claws, or assassins creed hidden daggers in a grotesque, organic way. 
• Mid and high-tier doppelgangers have 1-8 internal fluid sacks that store ingested liquids and can release them through their blades.
• These fluids could be venom, blood, or other substances, depending on what they’ve consumed. 
• Antennae: Allow Read Mind. Doppelgangers without them can’t use this ability.
• Tails: Some have them, some don’t. They don’t serve a major function but add to biological variation.

Transformation Process
Doppelganger transformation is a slow and grotesque process. To shift into another form: 1. They produce a large sack of organic fluid and encase themselves in it. 2. Over 12 hours, their body completely dissolves inside, breaking down into raw biological material. 3. They rebuild themselves from the head down into their target form.

Reproduction & Growth
1. Impregnation of another species (commonly humans), producing a doppelgänger child that appears normal until puberty, upon which their heads are filled with the knowledge of who they are. They will have to actively maintain their form or slip into the form of a true doppelgänger.
2. Laying a leathery blue egg, which hatches into a small doppelgänger. Doppelgängers born naturally will automatically be instilled with knowledge of their abilities and will immediately begin hunting. Higher chance of becoming a high doppelgänger.

Caste System

1. Low Doppelgängers
• Animalistic and pack-oriented.
• Often transform into wildlife to lure prey.
• The only caste with mouths (used for feeding).
• Limited to two bone daggers, which emerge from their bodies.
• No fluid sacks and cannot use telepathy.
• Rarely target humans but will if desperate.
• Mid and high doppelgängers will often joke about them
2. Mid Doppelgängers
• Smart as the average person, though a bit dimmer in the common sense department.
• Naturally take to infiltration and deception but are still social creatures.
• Born with 1-4 bone blades (placement varies like eye color).
• Can have a tail and/or antennae (antennae allow them to use Read Mind).
• Possess 1-8 fluid sacks, which store and release fluids through their blades.
• Most doppelgangers fall into this category.

3. High Doppelgängers
• Not meant to be played by players, but if your DM is down with it who am I to call you on it.
• The tallest and slowest-moving of their kind.
• Up to 12 fluid sacks.
• Often act as high-ranking diplomats, or top value infiltrators.
• Prefer to maintain a single form for years, rarely shifting.
• Their biological traits vary, but they often have multiple blades and stronger telepathic abilities, including spells like dominate person and such.


Doppelgängers, Remixed Traits

shapechanger

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