Me.Mimic

Doppelsailor

A doppelganer with deep blue skin dressed in sailor-like attire.

Medium Monstrosity, 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

Challenge 5 (XP 1,800; PB +3)

A doppelganer with deep blue skin dressed in sailor-like attire.

Curse of the Lost. While the doppelsailor is aboard a ship with no land or other landmark in sight, that ship becomes lost at sea after 1d4 days; any attempts to navigate it back on a course automatically fail.

Mimicking Ventriloquist. The doppelsailor can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check. Further, the doppelsailor can speak without moving its lips. When it does so, it can magically emit that sound from any point within 5 feet of it.

Nonswimmer. The doppelsailor is incapable of swimming.

Sailor. The doppelsailor has proficiency in navigator’s tools and vehicle (water).

Unusual Nature. The doppelsailor doesn’t require food or drink.

ACTIONS

Multiattack. The doppelsailor makes two Slam attacks.

Slam. Melee Weapon Attack: +7 (with advantage during the first round of each combat), reach 5 ft. Hit: 22 (4d8 + 4) bludgeoning damage.

Read Thoughts. The doppelganger casts detect thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14).

Spellcasting. The doppelsailor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

2/day: charm person, modify memory, suggestion

BONUS ACTIONS

Shape-Shift. The doppelsailor 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.

Medium Monstrosity, 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

Challenge 3 (XP 700; PB +2)

A doppelganer with deep blue skin dressed in sailor-like attire.

Curse of the Lost. While the doppelsailor is aboard a ship with no land or other landmark in sight, that ship becomes lost at sea after 1d4 days; any attempts to navigate it back on a course automatically fail.

Mimicking Ventriloquist. The doppelsailor can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Further, the doppelsailor can speak without moving its lips. When it does so, it can magically emit that sound from any point within 5 feet of it.

Nonswimmer. The doppelsailor is incapable of swimming.

Sailor. The doppelsailor has proficiency in navigator’s tools and vehicle (water).

Unusual Nature. The doppelsailor doesn’t require food or drink.

ACTIONS

Multiattack. The doppelsailor makes two Slam attacks.

Slam. Melee Weapon Attack: +5 (with advantage during the first round of each combat), reach 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage.

Read Thoughts. The doppelganger casts detect thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13).

Spellcasting. The doppelsailor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

1/day: charm person, modify memory, suggestion

BONUS ACTIONS

Shape-Shift. The doppelsailor 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.

Medium Monstrosity, 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 +5

Skills Deception +7, Insight +6, Performance +7, Persuasion +7, Stealth +7

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 12

Languages Common plus three other languages

Challenge 7 (XP 2,900; PB +3)

A doppelganer with deep blue skin dressed in sailor-like attire.

Curse of the Lost. While the doppelsailor is aboard a ship with no land or other landmark in sight, that ship becomes lost at sea after 1d4 days; any attempts to navigate it back on a course automatically fail.

Mimicking Ventriloquist. The doppelsailor can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check. Further, the doppelsailor can speak without moving its lips. When it does so, it can magically emit that sound from any point within 5 feet of it.

Nonswimmer. The doppelsailor is incapable of swimming.

Sailor. The doppelsailor has proficiency in navigator’s tools and vehicle (water).

Unusual Nature. The doppelsailor doesn’t require food or drink.

ACTIONS

Multiattack. The doppelsailor makes three Slam attacks. It can replace one attack with a use of Spellcasting to cast charm person.

Slam. Melee Weapon Attack: +7 (with advantage during the first round of each combat), reach 5 ft. Hit: 18 (4d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger casts detect thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14).

Spellcasting. The doppelsailor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: charm person

2/day: modify memory, suggestion

BONUS ACTIONS

Shape-Shift. The doppelsailor 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

📍 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

  • 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)