Doppelganger
Doppelganger (CR 4)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
General
CR 4 Hit Dice 5
XP 1,200
<alignment> <size> <racial keyword>
Init +2; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +6
Defense
AC 20, touch 13, flat-footed 17 (+3 dex, +7 armor)
hp 50
Fort +7, Ref +3, Will +3 <swap as needed; only one strong save>
Aura: -
SR: - <14, if any>
- Special Defenses
- -
- Immunities
- -
- Weaknesses
- -
Offense
Speed 30 ft. <adjust as needed; list other movement types here also>
Space / Reach: 5 ft. / 5 ft. <adjust as needed>
Single Melee <melee weapon> +8 (1d8+4/19-20x2)
- or: Single Melee Bite +8 (1d8/x2)
Full Melee <melee weapon> +8 (1d8+4/19-20x2)
- or: Full Melee Bite +8 (1d8/x2), 2x Claws +8 (1d6/x2)
Ranged <optional ranged attack> +8 (1d8+4/x2)
Special Attacks <copy from source; only list ability names here; describe below>
Action Points 0 <common monsters never have action points, named monsters often have one.>
Statistics
Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>
Base Atk +4; CMB +9; CMD 20
Feats <pick one or two thematically relevant feats; avoid complicated ones.>
Skills <choose only if relevant, values around 1.5 x creature’s CR>
Languages <copy from source>
Special Abilities
<special abilities should have a save DC 13>
<special attack damage (standard action): 2d6+1>
<special attack damage (aoe’s, swift actions or inflicting status effects): 1d6>
- <ability name>
<ability description>
- <ability name>
<ability description>
TREASURE
sell value of approximately 1,125 gp
COMBAT TACTICS
<describe typical actions taken during combat here>