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Doppelganger

Creature 3 (uncommon) — humanoid

Pre-Remaster content. May include legacy alignment.

ShadeLANDhumanoid

In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected. Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions befo

Source: pathfinder-bestiary (Pre-Remaster)

Perception +7; darkvision
Languages common; two other languages
Skills deception +11, diplomacy +11, society +8, stealth +8
Str
+3
Dex
+3
Con
+0
Int
+1
Wis
+2
Cha
+4
AC 18 Fort +5 Ref +10 Will +11
HP 50
Speed 25 feet

Offense

Melee Claw (agile, unarmed) +10, Damage 2d6+5 slashing

Abilities

End the Charade (attack) —
Change Shape (arcane, concentrate, polymorph) — The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning).

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Arcane Innate Spells DC 21, attack +13
3rd Mind Reading (At Will)

WORKS WELL WITH

AnvilLANDA durable frontline draws attention while this impostor infiltrates unnoticed among the group.
SnareLANDA controller locks down the real threat the instant the disguise breaks and the ambush begins.
WeaverLANDA caster's support keeps this fragile infiltrator alive once its cover is blown and the fight turns overt.

PUNISHES

✖ low Perception✖ trusting unknown allies✖ isolated targets
Avoid stacking multiple disguised infiltrators; once a party catches on to one impostor, the trick rarely works twice in the same encounter.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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