Greater Doppelganger

A shapeshifter that eats its victims' brains to steal their whole identity, then lives their life so perfectly that only true seeing can tell the difference.

Setting: Core Rules · Sources: City of Splendors; Monstrous Compendium, 1995 Annual, Volume 2

Appearance

Stripped of any disguise, a greater doppelganger looks much like its common kin: a lean, hairless biped with tough gray skin. That hide stays just as hard whatever shape it wears, so the creature never has worse than AC 2. Old writings sometimes call these perfected shapechangers mirrorkin, and they move with a speed and grace their lesser cousins cannot match.

Combat

Like an ordinary doppelganger, it can take the form of any humanoid from four to eight feet tall, but it goes much further. Full ESP and telepathy let it read exactly what a target wants to see, so it can approach as a trusted friend or a harmless stranger. When the prey relaxes, the creature pulls it into an embrace and drives its claws into the victim's back. Some take the trouble to sculpt their claws so the wounds resemble sword or dagger thrusts, though the damage is unchanged.

Its sharp mind also lets it invent faces and bodies that copy no one at all. In a chase it slips into a crowd and becomes someone new at every corner, changing clothing as easily as features.

Sleep, charm and hold spells have no effect on it, and magic that reads alignment learns nothing. Most psionic probes are fooled as well. Only true seeing or a similar effect reliably exposes one in disguise. It saves as an 18th-level fighter.

Habitat and Society

Where several doppelgangers live together, a greater one is almost always in charge. Others live alone, or quietly take the place of someone they have consumed. They will make alliances but refuse to take orders from anyone except another of their own kind.

Eating a person's brain lets the creature absorb that mind entirely. From then on it can wear that person's shape with 100% accuracy, along with their memories, skills, alignment and physical, mental and magical abilities. Priestly granted powers and spells above 2nd level do not transfer, since these come from a deity. Even a paladin can be stolen this way, but only the fighting ability survives; healing and other special gifts are lost.

A greater doppelganger can hold up to eight identities. Trying to absorb a ninth or more carries a 50% risk of losing an older identity to make room. It cannot mix them: one person's knowledge is unavailable while it wears another's shape. In its natural form it has only a hazy grip on all of them, such as the languages they knew and general facts. If it must act against the alignment of its current identity, it has to change shape or is thrown back into its true form for 1-10 rounds. Whatever shape it wears, it can use magical items it understands.

Ecology

Because it can keep a stolen identity for good, a greater doppelganger thinks far beyond the next meal or theft. It works its way into councils, guilds and noble houses without raising suspicion and pursues long, subtle schemes. Births are rare, and the mother must hold a female form for the entire pregnancy or the unborn young dies.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z
Related: Doppelganger · Doppelganger [Ravenloft]

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietOmnivore
IntelligenceExceptional to Genius (15-18)
TreasureNeutral evil
AlignmentK,L,M (G,U×3)
No. Appearing14
Armor Class2
Movement12
Hit Dice9
THAC011
No. of Attacks2
Damage/Attack1d12/1d12
Special AttacksSee below
Special DefensesSee below
Magic ResistanceSee below
SizeM-L (varies)
MoraleFanatic (17-18)
XP Value4,000