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====== Doppelganger ======
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^Grandeur| 5'7" – 6'0"|
^Poids | 120 – 160 lbs.|
^Durée de vie |Sans âge |
^Terre Natale |Varié|
^Langue |[[Commun]] |
** Les Doppelgangers ** sont des Humanoïdes minces et à la peau grise avec des membres allongés, des têtes bulbeuses, de grands yeux octopoïdes, des visages vierges et des corps sans poils dans leur forme naturelle. Cependant, ils sont capables de changer leur forme ou leur taille et d'adopter l'apparence de tout {{tagpage>Humanoïdes}} entre 4 et 8 pieds de haut. Les doppelgangers sont des créatures rares dans le monde d'[[Eberron]], rassemblant peu de biens et encore moins d'amis. Au fil des siècles, ils ont donné naissance à une nouvelle race similaire: le [[changelin]].
====== Histoire ======
Les doppelgangers sont originaires d'[[Eberron]], bien qu'ils y soient très rare. Certaines théories disent que les doppelgangers sont en fait originaires de [[Sarlona]], et qu'ils ont fui vers [[Khorvaire]] pour éviter une vie d'esclavage à [[Ohr Kaluun]]. Au fil des siècles, le mélange de doppelganger et de sang [[Humain]] à produit une nouvelle race: le [[changelin]]. Les [[changelins]] se reproduisent comme une nouvelle race, bien que les doppelgangers puissent infiltrer les communautés changelins
Il y a des rumeurs d'une société de doppelganger connue sous le nom de [[Conseil des Visages]]. Cette société adore [[Le Voyageur]], et serait composée d'espions, d'assassins et de d'autres agents qui auraient infiltré tous les niveaux de la société, des guildes de voleurs aux gouvernements nationaux. Les doppelgangers du Conseil des visages utiliseraient des agents changelins, appelés [[Escroc du Conseil]], pour faciliter leur infiltration. Leurs motifs sont mystérieux; soi-disant les chefs de l'organisation parle directement au Voyageur
====== Religion ======
La plupart des doppelgangers adorent [[Le Voyageur]], le dieu de la supercherie et du déguisement. Ils chercheront souvent à imiter les histoires du Voyageur, imitant parfois même le dieu à d'autres races. Les adeptes Doppelgangers du Voyageur croient que le dieu a créé le Monde d'[[Eberron]] en volant des morceaux de la création d'un autre monde, et signalent souvent des disparités dans l'environnement (qu'ils appellent "L'empreinte du Voyageur") comme preuve de cette théorie. Ils croient également que c'est [[Le Voyageur]] qui les a poussés à aller de l'avant et à se croiser avec des humains pour créer la race des changelins.
====== Terre Natale ======
Alors que la plupart des doppelgangers voyagent fréquemment et ne s’installent nulle part, certains doppelgangers veulent de la stabilité. Un groupe de doppelgangers et de changelins ont formé une société dans la nature sauvage du [[Droaam]] connue sous le nom de [[perdue]]. Cette ville est entièrement composée de Métamorphes, et la ville elle-même peut se transformer. Un jour, [[perdue]] peut sembler être un village [[Gnoll]], un autre, il peut sembler être un bosquet de pins. La ville de [[perdue]] a dédié ses services aux [[Filles De Sora Kell]], et certains de ses membres agissent comme espions pour les filles.
====== Noms notables ======
* Un doppelganger connu sous le nom de ** [[npc:chance]] ** gère le casino Chance dans le quartier des [[sharn:yeux_du_dragon]] de [[Sharn]].
* ** [[npc:ek]] **, également connu sous le nom de "Tyrant Un", est le leader des [[Tyrans]] de [[Sharn]]. Sept autres doppelgangers qui travaillent pour lui au sein de l'organisation criminelle.
* ** [[npc:velour]] ** est un doppelganger de personnalité féminine qui gère un bordel dans le quartier des [[sharn:yeux_du_dragon]] de [[Sharn]]. Il utilise sa capacité télépathique pour détecter le partenaire idéal d'un client et se coordonne avec son personnel de [[changelin]] et de [[doppelganger]] pour répondre aux besoins de sa clientèle. [[npc:velour]] facture de grand montant pour ses services.
* ** [[Zaz]] ** est un doppelganger qui dirige [[sharn Le Miroir fissuré]], une auberge dans le quartier de [[sharn:callestan]] de [[Sharn]].
====== Capacités ======
Les doppelgangers sont sans sexe et peuvent adopter les organes génitaux des autres espèces.
Un doppelganger est extrêmement convaincant dans une nouvelle forme et peut rester dans cette forme aussi longtemps qu'il le souhaite. Les doppelgangers reviennent à leurs vraies formes à la mort, et certaines magies peuvent détecter la vraie forme d'un doppelganger.
En plus de leurs capacités de changement de forme, les doppelgangers possèdent des capacités télépathiques. Ils peuvent communiquer par la pensée et lire dans les pensées des autres races. Ils utilisent cette capacité pour compléter leurs déguisements.
Doppelgangers of the Daelkyr
Eberron has always challenged the idea of “what makes a monster,” and this was part of the point of the changeling—to take a creature that was generally featured only as an antagonist and to add depth to it. At the same time, in some stories you want a monster. There’s horror in the moment when you see your reflection and it smirks at you and draws a knife, or in the fear that one of your friends isn’t actually your friend. Compare Mystique from the X-Men to the alien in the movie The Thing. In this analogy, Mystique is a changeling. Sometimes she’s a hero and sometimes she’s a villain, but in either story we understand her motives and can sympathize with her. The Thing is incomprehensible. It may be driven by a desire to survive. It could be an anthropologist that researches alien worlds by assimilating their species. It could just be hungry. We don’t know.
This is the purpose of the Daelkyr doppelganger: to be a source of horror, a shapechanging enemy whose motives are unknowable and, at the end of the day, potentially irrelevant; in The Thing, what matters most is survival. In a story in which a changeling impersonates a duke, their motives matter; they might be trying to seize power or they might be trying to free oppressed peasants from the Duke’s tyrannical rule. By the end of the story, the players will understand why the changeling has taken these actions—and in the latter example, they may have a difficult decision to make as to whether they bring down the imposter or allow them to remain as a more benevolent Duke. By contrast, you may never know the motives of the Daelkyr doppelganger. Perhaps it’s helping a cult of the Dragon Below. It could be that the doppelganger has a non-linear experience of time and is consuming creatures in reverse, unwinding its way through its own timeline until it reaches the moment of its death when it is finally itself alone. It could be that it feeds on specific memories and needs to digest the memories of the duke before it moves on.
One of the reasons I like this approach is to expand the roster of creatures you can expect to deal with when clashing with daelkyr and Cults of the Dragon Below. It doesn’t have to be all dolgrims and mind flayers. Doppelgangers, werewolves, gargoyles—there are many monsters that can work as daelkyr creations; they should just feel different from their mundane counterparts. Rising From The Last War suggests that daelkyr doppelgangers are creations of Dyrrn the Corruptor, but I think that’s an unnecessary limitation; with few tweaks you can create unique versions of the doppelganger tied to different daelkyr.
Dyrrn is known for creating the mind flayers and the dolgaunts. Telepathy and tentacles are one of Dyrrn’s signatures. A standard doppelganger has a slam attack that deals 1d6 bludgeoning damage. For a Dyrrn doppelganger, I’d change this natural attack to deal piercing damage and describe it as the doppelganger’s fingers becoming burrowing tentacles or it attacking you with its barbed, prehensile tongue—that when it drops its disguise, it’s dramatic. I’d also highlight its telepathic nature, giving Dyrrn doppelgangers Telepathy with a range of 120 ft as a language. Dyrrn doppelgangers would only speak when interacting with other humanoids; among themselves they would always be eerily silent. A more dramatic change would be to give them blindsight based on the idea that they actually see using detect thoughts rather than standard vision, and that their eyes are just cosmetic (and likely absent in its natural form); like a dolgaunt, they would be blind beyond the radius of their blindsight.
Kyrzin loves oozes. I’d see a Kyrzin doppelganger as being an ooze that has the ability to assume humanoid forms. While it would generally use the doppelganger stat block, its slam attack would reflect it transforming its fist into a heavy pseudopod. I’d give the Kyrzin doppelganger a form of the Amorphous trait possessed by many oozes; it has to squeeze, but when it squeezes it can flow through any opening up to one inch wide. This ability wouldn’t extend to equipment, but I’d be willing to let a Kyrzin doppelganger to mimic basic clothing with its shapeshifting.
Belashyrra’s doppelgangers could function the same as standard doppelgangers, but with the idea that they don’t physically change shape but rather psychically change the way you perceive them. Given the power of the daelkyr, I’d be willing to just make this a flat effect and not something that requires a saving throw to succeed, and to say that the effect extends to senses other than sight—but I’d probably add that it doesn’t undead or constructs, or possibly creatures immune to being charmed. I could also imagine a version of They Live, where an adventurer can acquire a set of goggles or a salve that allows them to see through the disguise of Belashyrra’s doppelgangers.
Valaara could create a form of doppelganger that can’t change shape instantly, but instead kills a creature and then enters a chrysalis state to assume its form; so more limited than a normal doppelganger, but still able to replace people in an extended story. Its unarmed attack would be a concealed stinger that would deal piercing damage; if I wanted to make it more dangerous, I might add poison. I could see Avassh growing duplicates of people; these doppelgangers wouldn’t be able to change shape and I’d make them plants instead of humanoids, but it would still allow its cult to infiltrate a region. For either of these I’d likely give the doppelgangers a form of Telepathy that they can only use to communicate with others tied to their kind or allied cultists, playing to the idea that they’re part of a communal mind.
With all four of these, the key point is that they’re VERY DIFFERENT FROM CHANGELINGS. Dyrrn might have created his doppelgangers from changelings long ago, but the other three described here have nothing to do with changelings. They might all use the doppelganger stat block, but they’re different both from changelings and from one another.
{{page>[template:races]}}
{{tag>["Races"]}}
{{tag>["Humanoïdes Monstrueux"]}}
{{tag>["métamorphe"]}}
{{tag>["Droaam"]}}
{{tag>["monstruosités"]}}