Poisonskin Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral Evil
Armor Class 15
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 20 (+5) | 17 (+3) | 13 (+1) | 16 (+3) | 16 (+3) |
Saving Throws Dex +8, Con +6
Skills Deception +9, Insight +6, Sleight of Hand +11, Stealth +8
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Thieves' Cant
CR 6 (XP 2,100; PB +3)

Evasion. If the doppelganger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the doppelganger instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Mind Reader. Each creature within 30 feet of the doppelganger has disadvantage on attack rolls against it, and the doppelganger has advantage on saving throws forced by such creatures. This trait doesn't work if the attacker is protected by a spell or ability that prohibits the doppelganger from reading its thoughts, such as the mind blank spell.
Poisonous Skin. The doppelganger can rub its skin for 1 minute to sprinkle skin flakes. These tiny grayish flakes are tasteless, odorless, and dissoluble in liquids. A creature can notice a discoloration caused by the flakes with a successful DC 18 Wisdom (Perception) check (-1 for each additional minute the doppelganger rubs off skin flakes). Constitution Saving Throw: DC 14 (+1 for each additional minute the doppelganger rubs off skin flakes), any creature that ingests the poisonous skin flakes. Failure: The target can't breathe and immediately starts to suffocate. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
ACTIONS
Multiattack. The doppelganger makes two Poison-Trigger Blade attacks.
Poison-Trigger Blade. Melee or Ranged Weapon Attack: +8 (with advantage on the first round of combat), reach 5 ft. or range 20/60 ft. Hit: 7 (1d4 + 5) piercing damage plus 13 (3d8) poison damage. A target that has been affected by the doppelganger's Poisonous Skin trait within the last 24 hours also becomes poisoned until the end of its next turn.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 30 feet of it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
BONUS ACTIONS
Shape-Shift. 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.
Poisonskin Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral Evil
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 18 (+4) | 15 (+2) | 11 (+0) | 14 (+2) | 14 (+2) |
Skills Deception +6, Insight +4, Sleight of Hand +8, Stealth +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Thieves' Cant
CR 3 (XP 700; PB +2)

Evasion. If the doppelganger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the doppelganger instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Mind Reader. Each creature within 30 feet of the doppelganger has disadvantage on attack rolls against it, and the doppelganger has advantage on saving throws forced by such creatures. This trait doesn't work if the attacker is protected by a spell or ability that prohibits the doppelganger from reading its thoughts, such as the mind blank spell.
Poisonous Skin. The doppelganger can rub its skin for 1 minute to sprinkle skin flakes. These tiny grayish flakes are tasteless, odorless, and dissoluble in liquids. A creature can notice a discoloration caused by the flakes with a successful DC 16 Wisdom (Perception) check (-1 for each additional minute the doppelganger rubs off skin flakes). Constitution Saving Throw: DC 12 (+1 for each additional minute the doppelganger rubs off skin flakes), any creature that ingests the poisonous skin flakes. Failure: The target can't breathe and immediately starts to suffocate. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
ACTIONS
Multiattack. The doppelganger makes two Poison-Trigger Blade attacks.
Poison-Trigger Blade. Melee or Ranged Weapon Attack: +6 (with advantage on the first round of combat), reach 5 ft. or range 20/60 ft. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. A target that has been affected by the doppelganger's Poisonous Skin trait within the last 24 hours also becomes poisoned until the end of its next turn.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 30 feet of it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
BONUS ACTIONS
Shape-Shift. 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.
Poisonskin Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral Evil
Armor Class 16
Hit Points 170 (20d8 + 80)
Speed 30 ft.
Initiative +10 (20)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 22 (+6) | 19 (+4) | 15 (+2) | 18 (+4) | 18 (+4) |
Saving Throws Dex +10, Con +8
Skills Deception +12, Insight +8, Sleight of Hand +14, Stealth +10
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Thieves' Cant
CR 9 (XP 5,000; PB +4)

Evasion. If the doppelganger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the doppelganger instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
Mind Reader. Each creature within 30 feet of the doppelganger has disadvantage on attack rolls against it, and the doppelganger has advantage on saving throws forced by such creatures. This trait doesn't work if the attacker is protected by a spell or ability that prohibits the doppelganger from reading its thoughts, such as the mind blank spell.
Poisonous Skin. The doppelganger can rub its skin for 1 minute to sprinkle skin flakes. These tiny grayish flakes are tasteless, odorless, and dissoluble in liquids. A creature can notice a discoloration caused by the flakes with a successful DC 20 Wisdom (Perception) check (-1 for each additional minute the doppelganger rubs off skin flakes). Constitution Saving Throw: DC 16 (+1 for each additional minute the doppelganger rubs off skin flakes), any creature that ingests the poisonous skin flakes. Failure: The target can't breathe and immediately starts to suffocate. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
ACTIONS
Multiattack. The doppelganger makes two Poison-Trigger Blade attacks.
Poison-Trigger Blade. Melee or Ranged Weapon Attack: +10 (with advantage on the first round of combat), reach 5 ft. or range 20/60 ft. Hit: 8 (1d4 + 6) piercing damage plus 22 (4d10) poison damage. A target that has been affected by the doppelganger's Poisonous Skin trait within the last 24 hours also becomes poisoned until the end of its next turn.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 30 feet of it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
BONUS ACTIONS
Shape-Shift. 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.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
