Wednesday, December 9, 2015

Southland Adventure: Stone Grave-Orc Camp

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



The Orc Camp
3) Orcs are the most pointlessly belligerent of the Humanoid races.  Being trapped and hungry has not improved their disposition.  They expend all of their strength in senseless raids and then fighting each other over the spoils.  Their defenses usually consist of indifferently manned posts, while the rest of the tribe plans the next raid.  The Gnolls have found it almost effortless to sneak past them. 

The known presence of humans on the level may drive them into berserker fury.  Of course, they’ll start attacking each if it looks like they have an advantage on the adventurers.  Further, the smarter Hobgoblins and Gnolls may take the opportunity to wipe out the remainder of the Orc camp and flank attack the Orcs attacking the humans to have them for themselves.


[They’re Orcs.  Dumb, aggressive Orcs.]

Orc (FC) (x 25)
HD 1+1, Hp 5, AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +0, Will –2
Melee: Short Sword +3 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6

Orc (5e) (x 21)
HD 2d8 + 6, Hp 15, AC 13 (hide armor)
Str +3, Dex +1, Con +3, Int −2, Wis +0, Cha +0
Intimidation +2, Passive Perception 10
Darkvision

Aggressive: As a bonus action, the Orc can move up to its speed toward a hostile creature that it can see.

Melee: Greataxe +5 to hit 9 (1d12 + 3) slashing
Ranged: Javelin +5 to hit, range 30/120 ft., 6 (1d6 + 3) piercing


[Fat, lazy, and stupid, but rather powerful, the Ogre rallies the troops to combat when hungry, which is to say, all the time.  His presence likely ensures the relative safety of the camp from being overrun and some small success in any raid for food.]

Ogre (FC)
HD 4d8+11, Hp 29, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7
Ranged: Large Spear +1 to hit 1d12

Ogre (5e)
HD 7d10 + 21, Hp 59, AC 11 (hide armor)
Str +4, Dex −1, Con +3, Int −3, Wis −2, Cha −2
Darkvision 60 ft.
Passive Perception 8

Melee: Greatclub +6 to hit 13 (2d8 + 4) bludgeoning

Ranged: Javelin +6 to hit, range 30/120 ft., 11 (2d6 + 4) piercing 

Tuesday, December 8, 2015

Southland Adventure: Stone Grave-Pitch/Garbage Dump

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



Pitch/Garbage Dump
2) This cavern was turned to a small sports field, a pitch, when the facility was envisioned as a luxury bunker during the war.  There are even stone bleachers and a small ticket office at the entrance.  As the population of Stone Grave grew, this area became the unofficial garbage dump, which it still is.

There is a set of magical lights overhead to keep things growing, though they are currently flickering and subject to blackouts.  If you can believe it, there was also a working sprinkler system installed in the ceiling to keep the grass fresh.  Of course, it’s ruined now, but seasonal rainstorms filter their way inside down to the field, making the muddy puddles here the only source of water on the level. 

The only other “good” thing about this chamber is that given the size and amount of garbage, the Pitch is a good hiding/ambush place for the Characters.  Even the Gnolls’ keen olfactory sense is ruined here with the smell.  Of course, the downside of garbage and rain is a nasty population of vermin.  Listed here is sampling of creatures to fling at the party for your amusement.  (The FC and 5e options don’t quite match up, but that’s okay.)   

Giant Bombardier Beetle (FC)
HD 2 (d8) +4, Hp 13, AC 16 (Natural)
Fort +5, Ref +0, Will +0
Melee: Bite +2 to hit 1d4+1
Ranged: Acid Spray: When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 12 Fortitude save or take 1d4+2 points of acid damage.

Monstrous Centipede, Medium (FC)
HD 1 (d8), Hp 4, AC 14 (Natural)
Fort +2, Ref +2, Will +0
Melee: Bite +2 to hit 1d6–1 plus Poison DC 12 Fort Sv or Stunned 2 rds

Monstrous Centipede, Huge (FC)
HD 6 (d8) +6, Hp 33, AC 16 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +5 to hit 2d6+4 plus Poison DC 12 Fort Sv or Unconscious 1 turn

Giant Rats (FC)
HD ½, Hp 2, AC 12 (Natural)
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit 1d3

Giant Centipede (5e)
HD 1d6 + 1, Hp 4, AC 13 (natural armor)
Str −3, Dex +2, Con +1, Int −5, Wis −2, Cha −4
Blindsight 30 ft.
Passive Perception 8

Melee: Bite +4 to hit 4 (1d4 + 2) piercing and the target must succeed
on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Giant Rat (5e)
HD 2d6, Hp 7, AC 12 (Natural)
Str −2, Dex +2, Con +0, Int −4, Wis +0, Cha −3
Darkvision 60 ft.
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Passive Perception 10

Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Melee: Bite +4 to hit 4 (1d4 + 2) piercing

Swarm of Insects (5e)
HD 5d8, Hp 22, AC 12 (Natural)
Str −4, Dex +1, Con +0, Int −5, Wis −2, Cha −5
Damage Resistances: bludgeoning, piercing, slashing
Blindsight 10 ft.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Passive Perception 8

Melee: Bites +3 to hit 10 (4d4) piercing, or 5 (2d4) piercing if the swarm has half of its hit points or fewer.

Swarm of Rats (5e)
HD 7d8 − 7, Hp 24, AC 10 (Natural)
Str −1, Dex +0, Con −1, Int −4, Wis +0, Cha −4
Damage Resistances: bludgeoning, piercing, slashing
Darkvision 30 ft.
Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Passive Perception 10

Melee: Bites +2 to hit 7 (2d6) piercing, or 3 (1d6) piercing if the swarm has half of its hit points or fewer.


Monday, December 7, 2015

Southland Adventure: Stone Grave-Hobgoblin Camp

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



The Hobgoblin Camp
1) This tribe holds some important territory, but does not have troops to really effectively cover it.  It is only Hobgoblin discipline that has allowed them to claim and retain it.  Specifically, they hold the exit from the level.  Anybody entering or leaving is going to have to go through them.  Further, they tenuously hold access to the only meager source of the food and water on the level, the Pitch.

As mentioned their discipline, top to bottom, is the Hobgoblin’s main advantage.  Their Captain with his Magnus (wizard) gives them a tremendous advantage in covering any gaps in their defenses.  The Hobgoblins have occupied the marked units (x) in more or less even numbers, but will cover each other in times of conflict.  Within 2 rds, half of the troops in the nearest apartment will join the battle.  If the fight continues, the next apartment will send help and either the Captain or the Magnus will be with them.  All of the corridors into this area are under constant surveillance.  The Hobgoblins are more defense minded than the Goblins and Orcs.  They typically send out reprisal raids only after they’ve been hit.

The Entrance to the level has a glowing magical ward at the entrance placed by their wizard.  The ward is hard to miss (unless someone’s being chased), so the Characters will have some option to disarm it, DC 14 Dispel Magic in FC rules.  If activated, it will immediately alert the nearby troops who will investigate in full force.  Seeing the humans, they will immediately go get double the number of reinforcements along their Captain. 


[The Hobgoblin troops here have been ordered to hold their positions and reinforce others.  They won’t take offensive action unless ordered, though the sight of fresh human meat might cause them to break ranks.]

Hobgoblin Soldier (FC) (22)
HD 1+2, Hp 6, AC 15 (Rough Hide, Light Wooden Shield)
Fort +4, Ref +1, Will –1
Melee: Longsword +2 to hit 1d8+1
Ranged: Short Bow +2 to hit 1d6, M

Hobgoblin (5e) (19)
HD 2d8 + 2, Hp 11, AC 18 (Chain Mail, Shield)
Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha −1
Darkvision
Passive Perception 10

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Melee: Longsword +3 to hit 5 (1d8 + 1) slashing
Ranged: Longbow +3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing


The Hobgoblin Captain is currently biding his time, waiting for the other forces to get desperate, crush them when they finally rush them, and then wipe out the remainder.  He has allowed Gnoll scouts free passage into the Pitch for water in an attempt at currying favor with them for a future alliance.

Hobgoblin Captain (FC)
HD 3+2, Hp 18, AC 15 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +1, Will 0
Melee: Longsword +6 to hit 1d8+5
Ranged: Long Bow +3 to hit 1d8, L

Hobgoblin Captain (5e)
HD 2d8 + 2, Hp 18, AC 18 (Chain Mail)
Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +0
Darkvision
Passive Perception 10

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Melee: Longsword +4 to hit 6 (1d10 + 1) slashing, two hands
Ranged: Longbow +4 to hit, range 150/600 ft., 5 (1d8 + 1) piercing


The Magnus has been run to the edge of exhaustion using magic and applying his healing skills to the wounded.  If forced to fight during a sleep cycle, the Magus will use his staff instead of his magic. 

Hobgoblin High Priest (Magnus) (FC)
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +4
Melee: Magic Staff of Striking DC 15 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a wizard to use)

Spell Check +5, Save Against DC 15, up to 2 failed Spellchecks/encounter

DC 13 to cast
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 1 turn/level. (Will Sv)
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.

DC 14 to cast
Acid Arrow: 9 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blur: Successful attacks miss subject 25% of the time.  Encounter.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 1 rd + ½ level  (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

Hobgoblin High Priest (Magnus) (5e)
HD 4 (d6), Hp 21, AC 15 (Mage Armor), Init +2
Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 10 (+0)
Melee: Magic Staff of Striking DC 13 Ref Sv or 2d6 damage (11 charges, command word “Strike,” (in Ancient) requires a Wizard to use)

Spell Attack +5, Save Against DC 13

Cantrips (x4)
Firebolt 1d10 Fire damage
Ray of Frost 1d8 Cold damage, movement slowed 10’
Shocking Grasp 1d8 Lightning damage + Stunned, (Advantage vs target wearing metal armor)

1st Level (x4)
Mage Armor AC 13 + Dex
Magic Missile 3 bolts 1d4+1 Force damage
Thunderwave 15’ cube, Con Sv, 2d8 Force damge + pushed 10’

2nd Level (x3)
Hold Person 1 min, Wis Sv
Levitate 10 min, Con Sv, 20’ vertical
Web 20’ cube, 1 hr, Dex Sv to avoid, Str Sv to break

[Note: These 5e stats are a bit speculative and likely dodgy.  Edit them as needed.]

Friday, December 4, 2015

Southland Adventure: Stone Grave-Wandering Encounter/Humanoid Raids

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



Wandering Encounter and Humanoid Raids
There’s one strictly “wandering” encounter on this level.  A Gelatinous Cube shows up after any battle.  The Humanoids will collect the dead for their own desperate consumption, but their bizarre reverence for these creatures compels them to leave out some sort of bloody offering.

This level should be played pretty fluid in encounters.  None of the Humanoid tribes will “patrol.”  There’s not enough troops or territory.  What they will do is raid.  (Except for the Gnolls.  They are bunkered in.)  About a third of their forces (including their leader) will commit to quick probing actions, looking for a weak spot.  They’ll break off after any casualties, or call for another third of their forces if they think there’s an advantage, and then pull back if they can recover some fresh meat.  No one’s gone “all in” on a raid, yet.

Raids come from any side about once every couple of hours down any given corridor.  Characters staying long enough are bound to run into one though they’ll probably hear them coming first.  (Except for the Gnolls, the Humanoids just aren’t smart enough to use any kind of advanced tactics.)  The presence of Human meat on this level will put the groups in a frenzy when known.  The adventurers can expect constant pursuit when discovered. 

Gelatinous Cube (FC)
HD 4 (d10), Hp 20, AC 10 (Natural)
Fort +9, Ref –4, Will –4
Melee: Slam +4 to hit 1d6 + DC 12 Fort Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Stealth +5 (Cubes are nearly transparent)
Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 18 Fort Sv or stunned.
Bane: Will retreat from fire and magic attacks

Gelatinous Cube (5e)
HD 4 (d10), Hp 20, AC 10 (Natural)
Str +0, Dex +0, Con +4, Int +0, Wis +0, Cha +0
Stealth +6, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Melee: Slam +4 to hit 1d6 + DC 12 Con Sv or Stun 1 Turn, stunned victims are then Engulfed the next rd and absorbed within 1 turn (6 damage each rd).

Engulf: With a successful Stealth check on an unsuspecting victim, the person has inadvertently walked into the Cube.  Automatic hit and 6 damage, DC 16 Con Sv or stunned.

Bane: Will retreat from fire and magic attacks

Thursday, December 3, 2015

Southland Adventure: Stone Grave-Residence Level

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)





RESIDENCE LEVEL
The original mine had a small amount of barracks housing and office space.  Underground living space obviously isn’t optimal or inexpensive, but the 24 hour nature of the work and the constant influx of new workers demanded some accommodation.  A small community with rental housing was set up outside the mine which new miners moved into as they earned enough money.

The “community” dried up and blew away as the mine played out.  In its next incarnation as a survival bunker, Stone Grave’s residences were greatly expanded with actual living quarters and individual bathroom facilities.  Some communal space and even small playing pitch for sports were added.  (Keep in mind, the magic power of the Wizard-Kings made carving out stone a lot easier than in the old days of the mine.)  The whole level is well-lit and still is (except where noted).  As the bunker became swelled with more refugees food, water, and waste disposal systems quickly broke down.  Before the end, this level was essentially an underground third world slum neighborhood.

This area was stuffed with undead when the Humanoids found it.  The coalition slogged through from apartment to apartment, cleaning out the inhabitants.  There was no treasure to be found for their bloody effort.  When the sealed entrance to the Noble level was found, agreements broke down with possibility of riches at hand.  The Humanoids divided themselves by race and hunkered down into different sections.  The battle continued furiously until the Grimlocks below cut off their supply lines and reinforcements. 

Those Humanoids still remaining are going to run out of the water and food within a week.  Ideally, they should join forces and force their way out back to the Humanoid territories.  Unfortunately, bad blood and the smell of riches has convinced them to hold out and try to outlast the other tribes.  Desperation for food will prompt reckless action shortly.  It’ll be a blood bath as the factions are a bit too close in equal strength. 

The appearance of the Characters is going to disrupt all this.  Fillet Mignon has just been served to bunch of starving monsters.  I picture this level as being something of a chase with the Characters running and hiding for their lives.  Any major, prolonged fight is going to draw attention from other tribes.  If there are two groups of Humanoids and human adventurers present, they will start fighting each other for the opportunity to kill and eat the humans. 

Level Dressing
The whole level is something of a desiccated garbage dump.  At the end, there was nothing but wreckage and trash left.  Things died ugly here.  The residences were Spartan two-level apartments to begin with.  With the refugees, it all became a giant flophouse.  There are only a few buildings worth mentioning, such as the Meeting Hall, the Tavern, and the small Courtyard with the Shrine and Fountain (currently dried out).  These areas were all re-purposed to accommodate refugees.  The Mayor’s house would be a good place to reacquaint the Characters with the Doppelganger, perhaps wanting to join forces with the group to take out the Gnolls. 

There’s nothing value left from when the refugees were living here.  There are again, occasional piles of incinerated undead corpses.  The Humanoid camps contain only their primitive weapons, some brackish water, and scraps of highly questionable meat (depending on the Characters’ rations, this might be a God send).      


Wednesday, December 2, 2015

Southland Adventure: Stone Grave-Workshop Alley

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)



Workshop Alley
Workshops and forges populated this area when it was a mine.  The smoke was channeled out through an elaborate chimney system.  That was all closed up when Stone Grave became a bunker.  It’s a dirty, dingy place that was only used for storage during the war.  There’s nothing of portable value here except for the two exits from this level.  It is regularly patrolled by the Grimlocks.

Exit Tunnel
3 XP for making it past the guards.

7) This large passage connects Stone Grave to the rest of Mount Connor’s labyrinth.  It is rather rough-hewn for the most part where the Humanoids were working on it, but occasionally the original, skillful work shows through.  About 50’ in are the piles of debris from the excavation.  From there, it’s “Injun Country,” where you can find all the sub-human Humanoids you want.  However, there would also be exits from the mountain.  How easy those will be to get to is up to you.  I’m pretty sure dragging large amounts of treasure to any of them would be very difficult.

When the Characters first arrive on this level, the main force of Grimlocks and their Gargoyles will be battling a large force of Hobgoblins.  The sounds of this battle will be easily heard anywhere near the passage.  No one fighting will notice the group, unless they attempt to enter the battle space (which would be unwise to say the least).  The battle will go on for about 15 minutes.  A disorganized squad of Hobgoblins will make it through the gauntlet and will be searching the level for the way up to the next.  The majority of the Grimlocks will fall back to the Main Chamber, carrying their dead and the Hobgoblin dead with them (both for later consumption).

The tunnel is usually guarded by 6 Gargoyles, who are fairly conspicuously placed.  8 Grimlocks are also hidden in the passage.  6 will attempt to get behind anyone attacking the Gargoyles, while 2 are stationed near the entrance, who will run to the Main Chamber to get reinforcements.  The Grimlocks will not pursue anyone making it out of the passage.  The debris field at the other end is a highly contested area that the various Humanoid tribes don’t even bother trying to hold or monitor. 


Ramps to Next Level
2 XP for making it past the guards.

8) 2 Gargoyles with 4 Grimlocks by the entrance watch the ramps that lead to the next level.  The Grimlocks are a bit more lax here, as the Humanoids above have little capacity to harm the Gargoyles.  Currently, the Grimlock leaders are debating holding this level permanently or sealing themselves off from it.  They’ll certainly wipe out the Humanoids in the Residence level either way eventually.  For now, they’re content to keep them bottled up. 

If attacked, one of the Grimlocks will try to make it to the Main Chamber for reinforcements.   Given the direction that the guards will likely be attacked from, with a little stealth, it’s entirely possible to sneak up on them.  They won’t attempt to escape the upper level.  

Tuesday, December 1, 2015

Southland Adventure: Stone Grave-Gambling/Pleasure Den

STONE GRAVE
A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)


Gambling/Pleasure Den
6) The purpose of this section may not be immediately apparent as it fell into complete disuse during the war.  The entry chamber is a ruined mess of circular and rectangular tables for games of chance and skill played for money.  Unfortunately, the games and currency will be alien and worthless to the Characters.  The crook in the north passage featured a table and small lockbox (busted).  The small bedrooms down the hall are entirely too functional to be residences.  Let’s just say the occupants were in the entertainment business for the miners’ enjoyment.  The best that can be said is that this area is that it is very quiet and deserted.  Grimlock and Giant Spider patrols usually overlook it unless following someone.

Ref’s, do you like playing chatty monsters and have been somewhat frustrated with this adventure so far?  Here’s an option for this space.  There are intelligent non-humanoid creatures peppered throughout the Mount Connor complex.  This particular one, the Doppelganger, is alien to this world and was brought in by the Ancients.  (For what, we’ll never know.  Even it doesn’t remember.)  It is extremely long-lived and obviously able to blend in well. Given the dubious nature of this particular area, the Doppelganger could be introduced in any number of bad and embarrassing ways.

News of Stone Grave being opened up brought the Doppelganger inside to find magic items from Ancient times.  It snuck in with the Humanoids, but got careless and was detected and had to run for its life.  Then it ran into the Gargoyles, who seem to be able to detect it naturally, and it won’t risk going back in. 

For the moment, the Doppelganger is hungry and hurt and can only change form with painful effort.  In exchange for healing and food, it will be will to impart its knowledge of the Humanoid forces on the next level (give a general overview of type, numbers, and zones of control).  The Doppelganger will stay behind after the Characters leave. 

From here, perhaps it returns to the Residence Level, after the party has taken out the Gargoyles.  Certainly it won’t be able to make it past the Gnolls guarding the Noble Level without allying with the group or the group taking out the Gnolls first.  On the top level with its riches, the Doppelganger may stalk and infiltrate the party and try to take off with any choice items it can carry.  Or, if the group has had some losses, maybe it remembers their kindness and becomes a replacement Character.  Whatever seems most interesting.

The Doppelganger (FC)
HD 4d8+4, Hp 9 (full strength 36), AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 + Poison DC 12 Fort Sv or Stunned (with pain) 4 rds 

Disguise +9, Dopplegangers physically take another’s form.  They need to see and hear someone in person to do so.  It takes them only 1 rd to change form.  Their disguise will only drop if killed.  A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.

Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.

The Doppelganger (5e)
HD 8d8 + 16, Hp 12 (full strength 52), AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Deception +6, Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Shapechanger: The Doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Read Thoughts: The oppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks 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.

Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning

Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.