Trickfoot Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral
Armor Class 13
Hit Points 33 (6d8 + 6)
Speed 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 13 (+1) | 10 (+0) | 15 (+2) | 13 (+1) |
Skills Acrobatics +7, Deception +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 12
Languages Common
CR 1 (XP 200; PB +2)

False Tracks. The doppelganger can magically adjust the shape of the footprints it leaves without requiring it to change its body form or footwear.
Trip. When a hostile creature leaves the doppelganger's reach, regardless of whether it provokes an attack of opportunity or not, Dexterity Saving Throw: DC 13. Failure: The target is knocked prone. This trait doesn't work against creatures leaving the doppelganger's reach by movement other than normal walking, such as flying or burrowing.
ACTIONS
Multiattack. The doppelganger makes two Kick attacks.
Kick. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) bludgeoning damage.
Morphing Stomp. The doppelganger morphs one foot to twice its normal size. Strength Saving Throw: DC 13, one creature within 10 feet of the doppelganger that it can see. Failure: 7 (1d8 + 3) bludgeoning damage and be knocked prone. If the target is already prone, it takes an additional 9 (2d8) bludgeoning damage.
BONUS ACTIONS
Rapid Morph. Wisdom Saving Throw: DC 11, one creature within 5 feet of the doppelganger that can see it. Failure: The doppelganger has advantage on attack rolls against it until the start of the target's turn. Success: The target becomes immune to this effect of all doppelgangers for 1 hour.
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.
Trickfoot Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral
Armor Class 12
Hit Points 9 (2d8)
Speed 40 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 11 (+0) | 10 (+0) | 12 (+1) | 11 (+0) |
Skills Acrobatics +6, Deception +2
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
CR 1/8 (XP 25; PB +2)

False Tracks. The doppelganger can magically adjust the shape of the footprints it leaves without requiring it to change its body form or footwear.
Trip. When a hostile creature leaves the doppelganger's reach, regardless of whether it provokes an attack of opportunity or not, Dexterity Saving Throw: DC 11. Failure: The target is knocked prone. This trait doesn't work against creatures leaving the doppelganger's reach by movement other than normal walking, such as flying or burrowing.
ACTIONS
Kick. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) bludgeoning damage.
Morphing Stomp. The doppelganger morphs one foot to twice its normal size. Strength Saving Throw: DC 11, one creature within 10 feet of the doppelganger that it can see. Failure: 2 (1d4) bludgeoning damage and be knocked prone. If the target is already prone, it takes an additional 2 (1d4) bludgeoning damage.
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.
Trickfoot Doppelganger
Medium • Monstrosity (Shapechanger) • Neutral
Armor Class 14
Hit Points 84 (13d8 + 26)
Speed 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 15 (+2) | 11 (+0) | 17 (+3) | 15 (+2) |
Saving Throws Dex +6, Wis +5, Cha +4
Skills Acrobatics +8, Deception +4
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages Common
CR 4 (XP 1,100; PB +2)

False Tracks. The doppelganger can magically adjust the shape of the footprints it leaves without requiring it to change its body form or footwear.
Trip. When a hostile creature leaves the doppelganger's reach, regardless of whether it provokes an attack of opportunity or not, Dexterity Saving Throw: DC 14. Failure: The target is knocked prone. This trait doesn't work against creatures leaving the doppelganger's reach by movement other than normal walking, such as flying or burrowing.
ACTIONS
Multiattack. The doppelganger makes two Kick attacks.
Kick. Melee Weapon Attack: +6, reach 5 ft. Hit: 15 (2d10 + 4) bludgeoning damage.
Morphing Stomp. The doppelganger morphs one foot to twice its normal size. Strength Saving Throw: DC 14, one creature within 10 feet of the doppelganger that it can see. Failure: 17 (2d12 + 4) bludgeoning damage and be knocked prone. If the target is already prone, it takes an additional 19 (3d12) bludgeoning damage.
BONUS ACTIONS
Rapid Morph. Wisdom Saving Throw: DC 12, one creature within 5 feet of the doppelganger that can see it. Failure: The doppelganger has advantage on attack rolls against it until the start of the target's turn. Success: The target becomes immune to this effect of all doppelgangers for 1 hour.
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.
