Doppelgangers, otherwise known by themselves as Shallar,[7] were monstrous humanoids, infamous for their shapeshifting abilities that allowed them to mimic almost any humanoid creature.[6] There was also a stronger, more capable subspecies known as greater doppelgangers or mirrorkin.[8][9][10]

“Shapeshifters,” the Khelbens replied in unison... “Somehow they disposed of Lady Eidola's attendants and took their places. When I found them out, I led them back into the crying room for questioning. One of them attacked. They rushed for the door, taking my form to confuse pursuit.” “If I am a shapeshifter,” said the fifth, “why did I slay two of my comrades with a crushing hand?” The ninth shook his head. “He slew only those two, and in front of you so that you would believe him. I killed the rest”[11]

Description[edit | edit source]

In their true form, doppelgangers appeared as tall, elven, gray-skinned humanoids, whose thin hairless bodies made them appear, to human eyes, sexless. Their heads were bulbous, with formless faces and bulging eyes that were a pale yellow hue and lacked visible pupils. Though even this form was deceptive, as it gave the impression were physically weak, when in fact they were quite strong and agile.[3]

Personality[edit | edit source]

They were lazy but cunning creatures, who killed or disposed of people then assumed their place. While not actually evil, doppelgangers were extremely self-centered and liable to look down on their victims.[6] Because of their laziness and selfishness, they rarely ever had any interest in raising their young.[1]

Biology[edit | edit source]

The union of a doppelganger and another creature would produce a child that was either a doppelganger or what was known as a half-doppelganger.[12] However, such children would be unaware of their true nature until they reached adolescence, at which point they would try to seek out others of their kind.[1]

A doppelganger in service of Gornak, shapeshifting out of his human disguise.

Abilities[edit | edit source]

Doppelgangers could assume shapes of any humanoid creatures between 4‒8 ft (1.2‒2.4 m) in height. After they chose their victim they duplicated the victim's form, clothing, and equipment, and attempted to kill the original. The biggest boon for the doppelgangers was the confusion their shapeshifting caused.[6][5]

These shapeshifters were immune to many mind affecting spells, such as sleep and charm spells.[6][5] They also possessed a continuous spell-like ability to detect the thoughts of their victims and opponents,[3][1] which some described as being a form of ESP.[5] This ability extended out 60 feet (18 meters) and could penetrate most 2‒3 ft (0.61‒0.91 m) barriers.[1] These would often use this ability to learn everything they could about their chosen target.[6]

Though their abilities allowed them to physically impersonate other creatures, a normal doppelganger could not duplicate the languages, memories, mannerisms, or personality of their victims. Because of this they sometimes kept the original alive and close by for weeks when their plans were more long-term. While captured a victim's mind would be read daily by a doppelganger in order to learn how to best behave and speak without being detected.[1]

Combat[edit | edit source]

Being shapeshifting creatures, doppelgangers preferred to surprise and ambush their opponents.[1][5] Once engaged in close quarters combat, a doppelganger would use their brute strength to slam opponents around.[1]

History[edit | edit source]

They were believed to be an artificial race, created by the Creator Race known as the batrachi to serve as spies and assassins.[13]

In the Year of the Banner, 1368 DR, the trading company Seven Suns's headquarters in Baldur's Gate was infiltrated and taken over by doppelgangers, working on behalf of the rival organization Iron Throne. The doppelgangers then proceeded to make poor business decisions that drove the coster toward bankruptcy. This affected the economy of the whole city and attracted the attention of the Grand Dukes.[14]

In the Year of the Haunting, 1377 DR, a group of doppelgangers infiltrated a wedding ceremony between Piergeiron the Paladinson and Eidola of Neverwinter in Waterdeep, posing as guards and handmaidens. Khelben "Blackstaff" Arunsun foiled the monsters' sinister plot but failed to stop Eidola's subsequent abduction.[11]

A pair of doppelgangers.

Society[edit | edit source]

Doppelgangers tended to be solitary creatures, though were also known to operate in small groups as part of longer cons,[1] as doing so further ensured that their infiltration and attacks were successful.[6] Many lived a stolen life. When they encountered a person whose appearance or station they desired for themselves, the doppelganger used their mental powers to learn everything they could about the chosen target.[6][1] Once they had all the knowledge they needed, they quietly eliminated[6] or captured their target and assumed his or her form, taking their place in life.[1]

Doppelganger families tended not to be close; usually, a male and female met, engaged in casual sex, then left one another, with the female being forced to single-handedly rear any resulting newborns—who left their mother upon reaching maturity. Some, however, formed tightly knit family clusters, while others mated with humanoids, taking malicious delight in using their spouse as a cover for their inhumanity.[12]

Relationships[edit | edit source]

Doppelgangers were highly feared by most races for their ability to assume the form of any humanoid creature they encountered. Knowledge of their presence tended to make people very paranoid and suspicious of others.[3][1]

Whenever food or treasure were scarce they would work for other creatures, though they preferred doing business with the magically inclined.[6] Many beings throughout the Realms were known to utilize them as spies, assassins,[3] or in elaborate plots to usurp power.[6]

Notable doppelgangers[edit | edit source]

Individuals
Groups
  • The Unseen was a group of shapeshifters, including many doppelgangers, that operated in Waterdeep.[19]

Appendix[edit | edit source]

Appearances[edit | edit source]

Adventures
Board Games
Card Games
Comics
Novels
Video Games

Further Reading[edit | edit source]

Gallery[edit | edit source]

External Links[edit | edit source]

References[edit | edit source]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 82. ISBN 978-0786965614.
  2. Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 71. ISBN 978-0-7869-4852-9.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 67–68. ISBN 0-7869-2893-X.
  4. 4.0 4.1 4.2 Ed Greenwood and Steven E. Schend (July 1994). City of Splendors. (TSR, Inc). ISBN 0-5607-6868-1.
  5. 5.0 5.1 5.2 5.3 5.4 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 29. ISBN 0-9356-9600-8.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 60. ISBN 1-5607-6619-0.
  7. Ed Greenwood (2013-01-04). Quelzard, Patron of Adventurers. Forging the Realms. Wizards of the Coast. Archived from the original on 2013-02-21. Retrieved on 2013-06-30.
  8. James Wyatt and Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. (Wizards of the Coast), p. 36. ISBN 0-7869-1832-2.
  9. Joseph C. Wolf (1999). Skullport. (TSR, Inc), p. 23. ISBN 0-7869-1348-7.
  10. Jason Bulmahn, Eric L. Boyd, Keith Baker, Philip Larwood (October 2005). Dungeon #127 Map & Handout Supplement (PDF). Paizo Publishing. p. 7. Archived from the original on 2009-07-11. Retrieved on 2020-11-17.
  11. 11.0 11.1 J. Robert King (February 1998). The Abduction. (Wizards of the Coast), p. 63. ISBN 0-7869-0864-5.
  12. 12.0 12.1 Wade Nudson (November 2003). “Strange Bedfellows: New Half-Monster Templates”. In Chris Thomasson ed. Dragon #313 (Paizo Publishing, LLC), p. 93.
  13. Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). Serpent Kingdoms. (Wizards of the Coast), p. 55. ISBN 0-7869-3277-5.
  14. BioWare (December 1998). Designed by James Ohlen. Baldur's Gate. Black Isle Studios.
  15. Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 20. ISBN 978-0-7869-6625-7.
  16. Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), p. 143. ISBN 0-7869-1627-3.
  17. Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). Cloak & Dagger. (Wizards of the Coast), pp. 99–100. ISBN 0-7869-1627-3.
  18. James M. Ward and David Wise (February 1998). The Paladins. (Wizards of the Coast), p. 44. ISBN 0-7869-0865-3.
  19. Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 57. ISBN 0-7869-3693-2.
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