Doppelsailor
Medium • Monstrosity (Shapechanger) • Chaotic Evil
Armor Class 15
Hit Points 97 (13d8 + 39)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 16 (+3) | 13 (+1) | 15 (+2) | 18 (+4) |
Saving Throws Dex +7
Skills Deception +7, Insight +5, Performance +7, Persuasion +7, Stealth +7
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 12
Languages Common plus three other languages
CR 5 (1,800 XP; PB +3)

Doppelsailor
Medium • Monstrosity (Shapechanger) • Chaotic Evil
Armor Class 14
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 15 (+2) | 13 (+1) | 15 (+2) | 18 (+4) |
Skills Deception +6, Insight +4, Performance +6, Persuasion +6, Stealth +5
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 12
Languages Common plus three other languages
CR 3 (XP 700; PB +2)

Doppelsailor
Medium • Monstrosity (Shapechanger) • Chaotic Evil
Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 19 (+4) | 16 (+3) | 13 (+1) | 16 (+3) | 19 (+4) |
Saving Throws Dex +7, Wis +6
Skills Deception +7, Insight +6, Performance +7, Persuasion +7, Stealth +7
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages Common plus three other languages
CR 7 (XP 2,900; PB +3)

QUICK REFERENCE
Habitat
- Port towns or any other location from which ships leave regularly
- On a ghost ship as the last “survivor”
- Stranded on a remote island
Behavior
- Always shapechanged into a believable NPC, blending into the crew or as a passenger
- Lies and betrays others, mimics voices and sounds to confuse and sow distrust among the crew
- Quietly observes from shadows using its Read Thoughts to always be informed
- Trying to separate troublesome people to get rid of them and potentially shapechange into them
Information (Intelligence Check)
- DC 10 Arcana: Special kind of doppelganger, but with the usual shapeshift ability
- DC 15 Insight: Mimicked sounds are subtly unnatural or have a trait specific to each one doppelsailor
- DC 20 History: Ships it’s aboard become cursed and lost at sea
Combat
- Opens combat with an ambush or a charm person or a suggestion spell
- Avoids any possibility of being shoved overboard due to inability to swim
- When fleeing runs around corners and uses shape-shift to quickly shift into a bystander in hopes that people will pass them
Loot Ideas
- Damp journal detailing the cursed voyage of a despairing captain or navigator
- Tattered sailor uniform with hidden arcane sigils
- Navigator’s tools (carefully altered to slightly display incorrect information when used)
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.
