TEXT: Exotic Encounters:
  Doppelgangers
  Alex Riggs
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  different cool and interesting fantasy monsters 
  could fill three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you 
  might not want to use a monster stat-block straight 
  from the core rules. For one thing, if your players 
  have a habit of browsing through such books, or 
  are long-time veterans who know the basic ins 
  and outs of most fantasy staples, you may need an 
  unusual stat-block just to throw them a curve ball 
  and teach them that they can’t count on their out 
  of character knowledge to take all the mystery out 
  of the game. Alternatively, many GMs can recall 
  a time when they wanted to make use of a certain 
  monster in their game, only to find that it was a few 
  CRs too high or low for what they had in mind.
   
  Exotic Encounters takes a single, iconic 
  monster, and creates three new variants on that 
  theme. These variants aren’t simple tweaks, and 
  are more than simply advancing or removing Hit 
  Dice, though that occurs as well. Each of these 
  three variations on the monster’s theme has a 
  specific, flavorful goal in mind, and a role to play, 
  and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each 
  of these variants comes with brand new specially-
  crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic 
  Encounters focuses on doppelgangers. While, in 
  roleplaying games, they are typically depicted 
  as shapeshifters, historically they were more 
  akin to an “evil twin.” The first new type of 
  doppelganger, the facestealer doppelganger 
  (CR 1), cannot take any shape it desires, but rather 
  must steal faces from its victims, leaving them 
  as horrible faceless ones (CR 1/2). The cursed 
  doppelganger (CR 5) is a more traditional take 
  on doppelgangers, and cannot change shape, but 
  rather appears as a single individual, whose life it 
  attempts to destroy and then usurp. Finally, the 
  mind drinker doppelganger (CR 8) is, in many 
  ways, the ultimate doppelganger, able to copy not 
  only appearances, but whole minds, using stolen 
  memories to perfectly duplicate those it replaces.
  
  3
  Facestealer Doppelganger
   
  The creature before you could pass as 
  human at a glance, but close scrutiny reveals that 
  there is something wrong about it. Its eyes are a 
  strange, pale grey not natural in humans. Its face is 
  unnaturally smooth, almost as though it had been 
  ironed out. The creature’s hair is a limp, stringy 
  black affair
  DOPPELGANGER, FACESTEALER 
          CR 1
  XP 400
  NE Medium monstrous humanoid (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 15 (2d10+4)
  Fort +4, Ref +4, Will +5; +4 vs. charm and sleep
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +2 (1d6 plus grab)
  Special Attacks steal identity
  Spell-Like Abilities (CL 3rd)
  3/day—charm person (DC 12), detect thoughts (DC 
  13)
  STATISTICS
  Str 10, Dex 13, Con 14, Int 13, Wis 14, Cha 13
  Base Atk +2; CMB +2 (+6 grapple); CMD 13
  Feats Great Fortitude
  Skills Bluff +7 (+11 while using change shape 
  ability), Disguise +7 (+27 while using change shape 
  ability), Perception +7, Sense Motive +4, Stealth 
  +6; Racial Modifiers +4 Bluff, +4 Disguise
  Languages Common
  SQ assume form
  ECOLOGY
  Environment any
  Organization solitary, pair, gang (1-4, plus 2-14 
  faceless ones)
  Treasure NPC gear
   
  Assume Form (Su): A facestealer 
  doppelganger can assume the form of any creature 
  that it has successfully used its steal identity ability 
  on. This functions as alter self, except that it can 
  only be used to take the forms of those specific 
  individuals, and cannot look like a generic member 
  of any race, nor can it look like specific individuals 
  other than those that it has used its steal identity 
  ability on. This effect lasts indefinitely, but the 
  facestealer doppelganger can end it as a move 
  action.
   
  Steal Identity (Su): A facestealer 
  doppelganger can steal not only the appearance 
  of a humanoid creature, but also their very 
  personality. Whenever a facestealer doppelganger 
  successfully maintains a grapple against a 
  humanoid creature, instead of dealing damage 
  to the creature it is grappling, it can instead deal 
  1d4 points of Charisma damage. If a humanoid 
  creature is reduced to 0 Charisma in this way, the 
  facestealer doppelganger can take on that creature’s 
  form with its assume form ability. Additionally, a 
  creature reduced to 0 Charisma in this way must 
  succeed on a Fortitude save (DC 12) or completely 
  lose all traces of their individuality, and become a 
  faceless one (see the next page).
  Ecology
   
  Considered by many to be a lesser form of 
  the standard doppelganger (especially by those 
  doppelgangers, themselves, who have nothing 
  but contempt for facestealer doppelgangers), 
  these creatures are no less terrifying, despite 
  their limited ability to change shape. While most 
  doppelgangers are simply able to change their 
  shape at will, facestealer doppelgangers must 
  actually take the appearance from their victims. 
  This not only allows the facestealer to take the 
  place of its victim, if desired, but also drains the 
  victim of his personality and very humanity, 
  transforming him into one of the horrifying 
  abominations known as the faceless ones.
   
  Facestealer doppelgangers are rarely found 
  far from humanoid societies, and are nearly always 
  found in positions of wealth, luxury, and power, 
  stolen from some hapless victim. Because the 
  faceless ones that a facestealer creates follow his 
  commands, many facestealers keep a number of 
  their victims-turned-slaves around as muscle, 
  usually taking some pains to keep them from being 
  seen except by the doomed, though others prefer to 
  discard them in favor of hired help, for fear of the 
  faceless ones being discovered and making it clear 
  that a doppelganger is about.
  
  4
  Faceless One
   
  The creature before you looks like a normal 
  human…except that he has no face. Where its 
  mouth should be is simply a featureless expanse 
  of skin. Similarly, it has no nose, and though there 
  are very shallow depressions where a normal man 
  would have eyes, these too are featureless, leaving 
  it with the appearance of being some sort of 
  template, a blank body onto which a person could 
  be imprinted. 
  FACELESS ONE  
   
   
   
  CR 1/2
  XP 200
  N Medium monstrous humanoid
  Init +1; Senses blindsight 60 ft.; Perception +2
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 
  natural)
  hp 9 (1d10+4)
  Fort +1, Ref +2, Will +4
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee 2 slams+3 (1d4+1)
  STATISTICS
  Str 13, Dex 10, Con 12, Int -, Wis 14, Cha 6
  Base Atk +1; CMB +2; CMD 12
  SQ stare of silence, subservient spawn
  ECOLOGY
  Environment any
  Organization solitary or herd (2+)
  Treasure NPC gear
   
  Stare of Silence (Su): Any creature looking 
  at a faceless one must succeed on a Will save (DC 
  13) or be unable to speak or make any vocalizations 
  for as long as it continues to see the faceless one, 
  and for 1d4 rounds thereafter. The creature can 
  still make noise with its hands or feet, but cannot 
  make any noise with its mouth. This also prevents 
  the creature from casting any spells with verbal 
  components. This is a mind-affecting fear effect.
   
  Subservient Spawn (Su): A faceless 
  one is naturally subservient to the facestealer 
  doppelganger that created it. It obeys all orders 
  given to it by the facestealer doppelganger as 
  though under the effects of the dominate person 
  spell. Unlike dominate person, the facestealer 
  doppelganger cannot issue telepathic commands 
  nor can it share the facestealer’s senses.
  Ecology
   
  Faceless ones are not doppelgangers, and 
  they are not a naturally occuring race. Rather, 
  faceless ones are what is left of a humanoid 
  creature whose identity has been stolen by a 
  facestealer doppelganger. These poor, pathetic 
  wretches not only have no faces, but also have 
  no minds, for their personalities were stripped 
  from them by the doppelganger, as well. They are 
  generally mindless, and not prone to act without 
  orders from the facestealer doppelganger that 
  created them. Those that are separated from their 
  master or abandoned by him usually wind up 
  going insane and berserk within a few months, 
  after which they wander aimlessly in search of 
  humanoid creatures to kill. As mindless creatures, 
  they fight with no regard whatsoever for their own 
  safety, and completely without malice.
   
  Faceless ones are somehow able to survive 
  without the need to eat or breathe, no doubt 
  a product of whatever strange magic allows 
  the facestealer doppelgangers to create them 
  in the first place. There have been rare and 
  unsubstantiated reports of individual faceless ones 
  becoming sentient, and these reports universally 
  state that they tend to develop overly rational, 
  emotionless personalities.
   
  A creature that has been transformed into a 
  faceless one is practically dead, but is not actually 
  dead. They cannot be raised or resurrected as long 
  as the faceless one remains. A remove curse spell, 
  or more powerful magic, can restore a faceless one 
  to its original state, returning both its mind and its 
  face. Similarly, if the faceless one is slain and then 
  returned to life, it will no longer be a faceless one.
   
  It is unclear exactly what it is about the 
  faceless one that prevents those who look upon 
  it from speaking. Some sages believe it is a sort of 
  sympathetic muteness, while others believe that 
  their face (or lack thereof) is somehow hypnotic.
  
  5
  Cursed Doppelganger
   
  You are amazed to find yourself staring at…
  yourself! The creature before you looks exactly 
  like you in every way, except for an intangible, 
  unquantifiable air of malevolence and hostility 
  which hangs about it. The dark double before you 
  smiles, and you can feel it draining something vital 
  from you, though you know not how, nor why.
  DOPPELGANGER, CURSED 
   
         CR 5
  XP 1,600
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 
  natural)
  hp 57 (6d10+24)
  Fort +5, Ref +8, Will +7
  Immune charm
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (1d8+4)
  Special Attacks curse of the doppelganger, drain 
  life
  STATISTICS
  Str 18, Dex 17, Con 16, Int 13, Wis 14, Cha 13
  Base Atk +6; CMB +10; CMD 23
  Feats Alertness, Dodge, Toughness
  Skills Bluff +11 (+15 while using change shape 
  ability), Diplomacy +4, Disguise +11 (+31 while 
  using change shape ability), Perception +13, Sense 
  Motive +10, Stealth +9; Racial Modifiers +4 Bluff, 
  +4 Disguise
  Languages Common
  SQ mimic twin
  ECOLOGY
  Environment any
  Organization solitary
  Treasure NPC gear
   
  Curse of the Doppelganger (Su): Cursed 
  doppelgangers have a mystical connection to the 
  creature whose likeness they bear, that allows them 
  to sap strength from that creature. Any time that a 
  cursed doppelganger encounters a creature that is 
  familiar with the creature from which it is copied, 
  the cursed doppelganger attempts to take some 
  action that will hurt the reputation of the creature 
  from which it is copied, or will damage that 
  creature’s relationship with this acquaintance. If 
  the doppelganger successfully performs this action 
  and convinces the acquaintance that it was the 
  creature from which it is copied, then, in addition 
  to the damage to his reputation or relationships, 
  that creature also suffers one temporary negative 
  level. A creature cannot accrue more than three 
  negative levels in this way (and if the creature has 
  three or fewer Hit Dice, it cannot accrue more 
  than one less than its Hit Dice in this way). For 
  each negative level inflicted in this way, the cursed 
  doppelganger gains a +2 bonus to each of its ability 
  scores, which lasts for as long as the negative level 
  does.
   
  Drain Life (Su): Whenever a cursed 
  doppelganger touches the creature that it is a copy 
  of (including hitting with natural attacks) that 
  creature must succeed on a Fortitude save (DC 14) 
  or suffer 1 point of Charisma damage. A character 
  reduced to 0 Charisma in this way dies. A cursed 
  doppelganger who kills the creature that it is a 
  copy of becomes an exact copy of that creature, 
  including its race, class levels, feats, skill points, 
  ability scores, and so on.
   
  Mimic Twin (Ex): Each cursed 
  doppelganger bears the likeness of a specific, 
  individual humanoid, as well as all of that 
  creature’s memories, up to the point that the 
  cursed doppelganger was created. Though it 
  mimics many of that creature’s personality traits, 
  cursed doppelgangers are always chaotic evil and 
  always hostile towards the creature that they are 
  based on. A cursed doppelganger is proficient in 
  all weapons, armor, and shields that the creature 
  it is a copy of was proficient with when the 
  cursed doppelganger was created. In addition, a 
  cursed doppelganger can use spell trigger or spell 
  completion item as if he had access to the same 
  spell lists that the creature it is a copy of had when 
  the cursed doppelganger was created. Its caster 
  level is equal to the caster level that the creature 
  it is a copy of had at the time that the cursed 
  doppelganger was created.
  
  6
  Ecology
   
  Cursed doppelgangers get their name not 
  because they, themselves are cursed, but rather 
  because they are a sort of curse upon the creature 
  that they are a copy of. They have little in com-
  mon with standard doppelgangers: they cannot 
  change shape, and they appear, for all intents and 
  purposes, to be humanoid. In fact, each cursed 
  doppelganger looks exactly like a single, specific 
  individual: the one who was cursed.
   
  Cursed doppelgangers are not naturally-
  occuring creatures. Certain schools of scholarly 
  thought propose that they are sometimes created 
  by strong metaphysical pools of suppressed anger 
  or hatred, usually accompanied by a strong feeling 
  of self-loathing, but these theories rely heavily on 
  the influence of unproven metaphysical 
  phenomenon, and are largely disregarded by 
  experts on the subject. Generally speaking, a 
  cursed doppelganger only comes into being when a 
  powerful curse is issued against a specific 
  individual. This curse specifically creates the 
  doppelganger, whose sole purpose in life is to 
  wreak havoc on the life of the creature that it was 
  inflicted upon.
   
  A cursed doppelganger looks exactly like 
  the creature that he is a copy of, and, in fact, tends 
  to have a very similar personality to that person, 
  as well. There have been a few instances where the 
  cursed doppelgangers of particularly good 
  individuals were found to be nearly as charitable 
  and kind as the person they were a copy of, 
  although this did not prevent them from 
  maliciously attacking that specific person. Even in 
  the rare case that a cursed doppelganger adopts a 
  relatively benign attitude, as a creature that was 
  developed expressly to ruin the life of the 
  individual they were copied from, no cursed 
  doppelganger has ever been known to be able to 
  make peace with their twin, or even to simply walk 
  away and live their life without harming them. 
  The need to destroy the creature that they were 
  copied from is the core element of these creatures, 
  and nothing seems to be able to lift them from the 
  pursuing it.
   
  Old folklore suggests that seeing a 
  doppelganger of a friend or family member is an ill 
  portent for that particular person: if someone were 
  to see your doppelganger, you would need to be 
  worried about ill fortune in the near future. These 
  legends also state that if you, yourself, were to see 
  your own doppelganger, it was an almost certain 
  predictor of your death. Most likely, these tales 
  originate from the mystical link between a cursed 
  doppelganger and the creature from which it was 
  created, which allows it to weaken that creature 
  simply by attempting to take its place. Sages and 
  scholars argue and theorize as to why, but the 
  commonly accepted answer is that somehow, 
  when the cursed doppelganger impersonates you 
  successfully in front of people who know you, it 
  somehow steals a part of what makes you you. In 
  essence, if a person is defined, at least in part, by 
  his relationships with others, than when the cursed 
  doppelganger impersonates him, he steals some 
  part of that definition, leaving the original as less 
  than he originally was. This effect is even more 
  pronounced whent he doppelganger confronts his 
  original directly, as his touch can directly drain the 
  original.
   
  Although cursed doppelgangers look ex-
  actly like the creature they are a copy of, and have 
  the same memories, they are not actually identical. 
  They do not necessarily possess the same training 
  and skills as the original: a cursed doppelganger 
  of a wizard cannot cast spells, and a cursed dop-
  pelganger of a fighter may be considerably weaker 
  in combat. For this reason, cursed doppelgang-
  ers usually make the best use of their curse of the 
  doppelganger ability to weaken their other half and 
  strengthen themselves as much as possible before 
  making a final confrontation.
   
  A cursed doppelganger that slays the crea-
  ture it was made to curse is, effectively, freed, and 
  actually does assume all the training and skills of 
  the original, effectively stealing his place in the 
  universe. While many cursed doppelgangers es-
  sentially go on as though nothing happened, most 
  are too thoroughly evil for this to work, and be-
  come thieves, rapists, or murderers. Because they 
  are simply duplicates of the original, though, it 
  appears to the rest of the world that the original 
  person simply “went bad.”
  
  7
  Mind Drinker Doppelganger
   
  This creature is totally unremarkable.
  DOPPELGANGER, MIND DRINKER             CR 8
  XP 4,800
  LE Medium monstrous humanoid (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 20, touch 16, flat-footed 18 (+4 deflection, +1 
  Dex, +1 dodge, +4 natural)
  hp 95 (10d10+40)
  Fort +7, Ref +8, Will +9
  Defensive Abilities mental shield; Immune 
  mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +12 (1d8+2 plus mind drain)
  Special Attacks drain memories
  Spell-Like Abilities (CL 18th)
  Constant—mind blank
  At will—detect thoughts (DC 16)
  STATISTICS
  Str 15, Dex 13, Con 14, Int 19, Wis 14, Cha 15
  Base Atk +10; CMB +12; CMD 23
  Feats Ability Focus (detect thoughts), Ability Focus 
  (mind drain), Dodge, Great Fortitude, Skill Focus 
  (Bluff)
  Skills Bluff +22 (+26 while using change shape 
  ability), Diplomacy +7, Disguise +16 (+36 while 
  using change shape ability), Knowledge (history) 
  +14, Knowledge (local) +14, Knowledge (nobility) 
  +14, Perception +15, Sense Motive +12, Stealth +8; 
  Racial Modifiers +4 Bluff, +4 Disguise
  Languages Common
  SQ change shape (alter self), perfect copy, mimicry
  ECOLOGY
  Environment any
  Organization solitary, pair, or gang (3-6)
  Treasure NPC gear
   
  Drain Memories (Su): A mind drinker 
  doppelganger can steal the memories of a 
  creature that it reduces to 0 Intelligence with its 
  mind drain ability. This requires that the mind 
  drinker doppelganger touch the target, and 
  takes 10 minutes to perform. The mind drinker 
  doppelganger learns all that the target knows, and 
  gains a perfect copy of all of his memories. If the 
  target survives, he retains the memories, as well. 
  This ability cannot be used to grant class features 
  to the mind drinker doppelganger, but for each 
  Intelligence-based skill that the target has ranks 
  in, the mind drinker doppelganger gains a number 
  of ranks in that skill equal to the number of ranks 
  the target possesses, up to a maximum number of 
  ranks equal to its Hit Dice. These skill ranks are 
  permanent.
   
  Mental Shield (Su): A mind drinker 
  doppelganger gains a deflection bonus to AC equal 
  to his Intelligence bonus.
   
  Mimicry (Ex): A mind drinker 
  doppelganger is proficient in all weapons, armor, 
  and shields. In addition, a doppelganger can use 
  any spell trigger or spell completion item as if the 
  spells were on its spell list. Its caster level is equal 
  to its racial Hit Dice.
   
  Mind Drain (Su): Whenever a mind 
  drinker doppelganger hits a creature with its claw 
  attack, that creature must succeed on a Will save 
  (DC 21) or suffer 1d3 points of Intelligence damage. 
  If the target has ranks in any Intelligence-based 
  skills, the mind drinker doppelganger gains a 
  number of temporary ranks in each of those skills 
  equal to the amount of Intelligence damage dealt 
  this way, to a maximum amount equal to the 
  number of ranks that the target possesses. These 
  temporary points last for 1 hour. The mind drinker 
  doppelganger can also use this ability without 
  making a claw attack by making physical contact 
  with the target. If the target is unwilling, this may 
  require a melee touch attack.
   
  Perfect Copy (Su): When a mind drinker 
  doppelganger uses change shape, it can assume the 
  appearance of specific individuals.
  Ecology
   
  Mind drinker doppelgangers go a step 
  beyond their more common kin, not only copying 
  faces but also entire personalities and minds. A 
  mind drinker doppelganger can perfectly mimic 
  any creature whose memories it drains, because 
  it knows exactly how they would react in any 
  situation, and knows all that they know.
  
  8
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  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.  
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  9
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
   
  END OF LICENSE 
  
  Exotic Encounters: Doppelgangers
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Doppelgangers.pdf