Silvertongue Doppelganger

Medium • Monstrosity (Shapechanger) • Neutral

Armor Class 17

Hit Points 150 (20d8 + 60)

Speed 30 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
10 (+0)15 (+2)16 (+3)17 (+3)18 (+4)19 (+4)

Saving Throws Int +7, Wis +8, Cha +8

Skills Deception +8, Insight +8, Investigation +7, Persuasion +12, Performance +8

Damage Resistances thunder

Condition Immunities charmed

Senses passive Perception 14

Languages Common plus any language it hears for more than 1 hour

CR 10 (XP 5,900 or 7,200 in lair; PB +4)

A smooth-skinned humanoid with an iridescent sheen and alien-like features.

Comprehend Language. The doppelganger understands all the languages it hears.

Mimicking Ventriloquist. The doppelganger can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check. Further, the doppelganger can speak without moving its lips. When it does so, it can magically emit that sound from any point within 10 feet of it.

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.

Muted Resistance (1/Day, or 2/Day in Lair). If the doppelganger fails a saving throw, it can choose to succeed instead. When it does so, its Muting Palm attack doesn't inflict the additional effect on its next turn.

ACTIONS

Multiattack. The doppelganger makes two Muting Palm attacks. It can replace one of these attacks for a use of Spellcasting.

Muting Palm. Melee Spell Attack: +8, reach 5 ft. Hit: 17 (3d8 + 4) thunder damage, and the target can't speak or form verbal components 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.

Spellcasting. The doppelganger casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: sending, shatter, silence

1/day: compulsion, divine word, power word stun, word of recall

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.

Hide in Crowds. The doppelganger takes the Hide action, provided there is an ample amount of other non-hostile Humanoids around it to obscure.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the doppelganger can expend a use to take one of the following actions. The doppelganger regains all expended uses at the start of each of its turns.

Commanding Voice. The doppelganger casts command, using the same spellcasting ability as Spellcasting.

Sonic Word. Constitution Saving Throw: DC 17, one creature within 60 feet of the doppelganger that isn't deafened. Failure: 10 (3d6) thunder damage. Success: Half damage.

Confusing Speech. Wisdom Saving Throw: DC 17, each creature in a 30-foot emanation originating from the doppelganger that isn't deafened. Failure: The target is affected by the confusion until the end of its next turn. Failure or Success: The doppelganger can't take this action again until the start of its next turn.

Silvertongue Doppelganger

Medium • Monstrosity (Shapechanger) • Neutral

Armor Class 16

Hit Points 123 (19d8 + 38)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
10 (+0)13 (+1)14 (+2)15 (+2)16 (+3)17 (+3)

Saving Throws Int +5, Wis +6, Cha +6

Skills Deception +6, Insight +6, Investigation +5, Persuasion +9, Performance +6

Damage Resistances thunder

Condition Immunities charmed

Senses passive Perception 13

Languages Common plus any language it hears for more than 1 hour

CR 7 (XP 2,900 or 3,900 in lair; PB +3)

A smooth-skinned humanoid with an iridescent sheen and alien-like features.

Comprehend Language. The doppelganger understands all the languages it hears.

Mimicking Ventriloquist. The doppelganger can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Further, the doppelganger can speak without moving its lips. When it does so, it can magically emit that sound from any point within 10 feet of it.

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.

Muted Resistance (1/Day, or 2/Day in Lair). If the doppelganger fails a saving throw, it can choose to succeed instead. When it does so, its Muting Palm attack doesn't inflict the additional effect on its next turn.

ACTIONS

Multiattack. The doppelganger makes two Muting Palm attacks. It can replace one of these attacks for a use of Spellcasting.

Muting Palm. Melee Spell Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) thunder damage, and the target can't speak or form verbal components 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.

Spellcasting. The doppelganger casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: sending, shatter, silence

1/day: compulsion, word of recall

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.

Hide in Crowds. The doppelganger takes the Hide action, provided there is an ample amount of other non-hostile Humanoids around it to obscure.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the doppelganger can expend a use to take one of the following actions. The doppelganger regains all expended uses at the start of each of its turns.

Commanding Voice. The doppelganger casts command, using the same spellcasting ability as Spellcasting.

Sonic Word. Constitution Saving Throw: DC 15, one creature within 60 feet of the doppelganger that isn't deafened. Failure: 7 (2d6) thunder damage. Success: Half damage.

Confusing Speech. Wisdom Saving Throw: DC 15, each creature in a 30-foot emanation originating from the doppelganger that isn't deafened. Failure: The target is affected by the confusion until the end of its next turn. Failure or Success: The doppelganger can't take this action again until the start of its next turn.

Silvertongue Doppelganger

Medium • Monstrosity (Shapechanger) • Neutral

Armor Class 18

Hit Points 187 (22d8 + 88)

Speed 30 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
10 (+0)17 (+3)18 (+4)19 (+4)20 (+5)21 (+5)

Saving Throws Int +9, Wis +10, Cha +10

Skills Deception +10, Insight +10, Investigation +9, Persuasion +15, Performance +10

Damage Resistances thunder

Condition Immunities charmed

Senses passive Perception 15

Languages Common plus any language it hears for more than 1 hour

CR 13 (XP 10,000 or 11,500 in lair; PB +5)

A smooth-skinned humanoid with an iridescent sheen and alien-like features.

Comprehend Language. The doppelganger understands all the languages it hears.

Mimicking Ventriloquist. The doppelganger can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check. Further, the doppelganger can speak without moving its lips. When it does so, it can magically emit that sound from any point within 10 feet of it.

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.

Muted Resistance (1/Day, or 2/Day in Lair). If the doppelganger fails a saving throw, it can choose to succeed instead. When it does so, its Muting Palm attack doesn't inflict the additional effect on its next turn.

ACTIONS

Multiattack. The doppelganger makes two Muting Palm attacks. It can replace one of these attacks for a use of Spellcasting.

Muting Palm. Melee Spell Attack: +10, reach 5 ft. Hit: 23 (4d8 + 5) thunder damage, and the target can't speak or form verbal components 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.

Spellcasting. The doppelganger casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: sending, shatter, silence

2/day: compulsion, divine word, power word stun, word of recall

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.

Hide in Crowds. The doppelganger takes the Hide action, provided there is an ample amount of other non-hostile Humanoids around it to obscure.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the doppelganger can expend a use to take one of the following actions. The doppelganger regains all expended uses at the start of each of its turns.

Commanding Voice. The doppelganger casts command, using the same spellcasting ability as Spellcasting.

Sonic Word. Constitution Saving Throw: DC 19, one creature within 60 feet of the doppelganger that isn't deafened. Failure: 13 (3d8) thunder damage. Success: Half damage.

Confusing Speech. Wisdom Saving Throw: DC 19, each creature in a 30-foot emanation originating from the doppelganger that isn't deafened. Failure: The target is affected by the confusion until the end of its next turn. Failure or Success: The doppelganger can't take this action again until the start of its next turn.

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.