Doppelganger
Monster Manual (2025) p. 100
- Size
- Medium
- Type
- monstrosity
- Alignment
- neutral
- AC
- 14
- Initiative
- 4
- Hit Points
- 52 (8d8+16)
- Speed
- walk 30 ft.
- Skills
- Insight +3, Deception +6
- Condition Immunities
- charmed
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- Common plus three other languages
- Challenge
- 3
- Environment
- underdark, urban
Traits
Proficiency Bonus
+2
Treasure
Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.
Actions
Multiattack
The doppelganger makes two Slam attacks and uses Unsettling Visage if available.
Slam
Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Unsettling Visage (Recharge 6)
Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
recharge
D6
Read Thoughts
The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
- At will: Detect Thoughts
Shape-Shift (Bonus Action)
The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Other data
description
Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating nearperfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes. A doppelganger's agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger's plot.
Doppelganger Deceptions:
| 1d6 | The Doppelganger Schemes To... |
|---|---|
| 1 | Cause chaos within the temple of a deity that cursed it to live without a true form. |
| 2 | Conceal evidence of a vast conspiracy. |
| 3 | Control a community through fear by posing as a legendary bogeyman. |
| 4 | Replace a noble to enjoy a decadent lifestyle. |
| 5 | Spy on wizards to learn how to complete its own botched magical creation. |
| 6 | Take an influential position, acting as a sleeper agent for a doppelganger invasion. |