KING
Doppelganger

Doppelganger

Monstrosity · Crown of Deception

T2d6Minor

Mimic masters of deception, doppelgangers read thoughts, infiltrating societies.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind16--
Sense16--
Heart8--
Cunning18--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Shapechanger

Can assume the form of any Small or Medium humanoid it has seen. Attacks with advantage against surprised creatures.

Passive

Read Thoughts

Knows the surface thoughts of creatures within 60 ft and shapes its lies to match.

Maneuvers

Maneuver

Betrayer's Strike

While disguised as an ally, its attacks have advantage, and a creature it hits makes a Mind save (DC 13) or is stunned for 1 round by the betrayal.

Tactics

GM tactics

Replaces NPCs to gather intel. Uses Read Thoughts to perfect disguise. Isolates targets for Betrayer's Strike.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.