Homebrew Doppelgänger Species Details
Doppelgängers, otherwise known by themselves as Shallar, were monstrous humanoids, infamous for their shapeshifting abilities that allowed them to mimic almost any humanoid creature. There was also a stronger, more capable subspecies known as greater doppelgängers or mirrorkin.
Description
In their true form, doppelgängers appeared as tall, elven, gray-skinned humanoids, whose thin hairless bodies made them appear, to human eyes, sexless. Their heads were bulbous, with formless faces and bulging eyes that were a pale yellow hue and lacked visible pupils. Though even this form was deceptive, as it gave the impression were physically weak, when in fact they were quite strong and agile.
Personality
They were lazy but cunning creatures, who killed or disposed of people then assumed their place. While not actually evil, doppelgängers were extremely self-centered and liable to look down on their victims. Because of their laziness and selfishness, they rarely ever had any interest in raising their young.
Biology
The union of a doppelgänger and another creature would produce a child that was either a doppelgänger or what was known as a half-doppelgänger. However, such children would be unaware of their true nature until they reached adolescence, at which point they would try to seek out others of their kind.
Abilities
Doppelgängers could assume shapes of any humanoid creatures between 4‒8 ft (1.2‒2.4 m) in height. After they chose their victim they duplicated the victim's form, clothing, and equipment, and attempted to kill the original. The biggest boon for the doppelgangers was the confusion their shapeshifting caused.
These shapeshifters were immune to many mind affecting spells, such as sleep and charm spells. They also possessed a continuous spell-like ability to detect the thoughts of their victims and opponents, which some described as being a form of ESP. This ability extended out 60 feet (18 meters) and could penetrate most 2‒3 ft (0.61‒0.91 m) barriers. These would often use this ability to learn everything they could about their chosen target.
Though their abilities allowed them to physically impersonate other creatures, a normal doppelganger could not duplicate the languages, memories, mannerisms, or personality of their victims. Because of this they sometimes kept the original alive and close by for weeks when their plans were more long-term. While captured a victim's mind would be read daily by a doppelgänger in order to learn how to best behave and speak without being detected.
Combat
Being shapeshifting creatures, doppelgängers preferred to surprise and ambush their opponents. Once engaged in close quarters combat, a doppelgänger would use their brute strength to slam opponents around.
History
They were believed to be an artificial race, created by the Creator Race known as the batrachi to serve as spies and assassins.
In the Year of the Banner, 1368 DR, the trading company Seven Suns's headquarters in Baldur's Gate was infiltrated and taken over by doppelgängers, working on behalf of the rival organization Iron Throne. The doppelgängers then proceeded to make poor business decisions that drove the coster toward bankruptcy. This affected the economy of the whole city and attracted the attention of the Grand Dukes.
In the Year of the Haunting, 1377 DR, a group of doppelgängers infiltrated a wedding ceremony between Piergeiron the Paladinson and Eidola of Neverwinter in Waterdeep, posing as guards and handmaidens. Khelben "Blackstaff" Arunsun foiled the monsters' sinister plot but failed to stop Eidola's subsequent abduction.
Society
Doppelgängers tended to be solitary creatures, though were also known to operate in small groups as part of longer cons, as doing so further ensured that their infiltration and attacks were successful. Many lived a stolen life. When they encountered a person whose appearance or station they desired for themselves, the doppelgänger used their mental powers to learn everything they could about the chosen target. Once they had all the knowledge they needed, they quietly eliminated or captured their target and assumed his or her form, taking their place in life.
Doppelgänger families tended not to be close; usually, a male and female met, engaged in casual sex, then left one another, with the female being forced to single-handedly rear any resulting newborns—who left their mother upon reaching maturity. Some, however, formed tightly knit family clusters, while others mated with humanoids, taking malicious delight in using their spouse as a cover for their inhumanity.
Relationships
Doppelgängers were highly feared by most races for their ability to assume the form of any humanoid creature they encountered. Knowledge of their presence tended to make people very paranoid and suspicious of others.
Whenever food or treasure were scarce they would work for other creatures, though they preferred doing business with the magically inclined. Many beings throughout the Realms were known to utilize them as spies, assassins, or in elaborate plots to usurp power.
Notable doppelgängers
- Individuals
- Bonnie, the leader of a doppelgänger gang who worked as a barmaid in the Yawning Portal in the late 15century DR.
- Cheg
- Hlaavin: the half-illithid leader of an autonomous druuth in Ch'Chitl.
- Jacob: the doppelgänger that replaced Jacob during the rescue mission to the Utter East on behalf of Piergeiron the Paladinson in the 14 century DR.
- Groups
- The Unseen was a group of shapeshifters, including many doppelgängers, that operated in Waterdeep.
Doppelgänger Traits
Doppelgängers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.Ability Score Increase
You choose one ability score to add a +2 bonus.
Age
Doppelgangers live until partway through their second century after "coming of age," but become mature at the age their parent race does.
Alignment
The majority of doppelgängers are neutral, being self-centered but not truly malicious. Those who favor long-term covers tend to be more lawful, those who like changing very frequently are more chaotic. However, those who have become "lost in character" can be of any alignment.
Size
In their natural forms, doppelgangers are built like elves, tall and slight. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and two extra languages of your choice. Doppelgängers typically learn the languages of other peoples they have shape changed into, in order to better blend in.
Darkvision
Doppelgängers can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and doppelgangers can function just fine with no light at all.
Slippery Mind
You are immune to the Charmed condition.
Shapechanger
The doppelgänger 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 doppelgänger has advantage on attack rolls against any creature it has surprised. You must have taken the form of a creature or humanoid that would be perceived to be friendly or non-hostile to the target, in order for them to be considered surprised.
Surprise Attack
If the doppelgänger surprises a creature with its Ambusher racial feat, and hits it with an attack during the first round of combat, the target takes an extra 3d6 damage from the attack. This applies to all attacks during the first round of combat.
Read Thoughts
The doppelgänger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelgänger can continue reading its thoughts, as long as the doppelgänger’s concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelgänger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Comments