Doppelganger Golem

Golem, Doppelganger
Medium Construct (Shapechanger)
Hit Dice: 10d10+20 (75 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 21 (+2 Dex, +8 natural, +1 dodge), touch 13, flat-footed 18
Base Attack/Grapple: +7/+12
Attack: Slam +12 melee (1d8+5)
Full Attack: 2 slams +12 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Change shape, construct traits, DR 5/adamantine, darkvision, immunity to magic,
low-light vision
Saves: Fort +7, Ref +4, Will +7
Abilities: Str 20, Dex 14, Con -, Int 2, Wis 11, Cha 5
Skills: Climb +11, Intimidate +4, Stealth +9
Feats: Dodge, Improved Initiative
Environment: Any
Organization: Solitary
ECL: 11
Treasure: Nil
Alignment: Usually neutral
Advancement: 11-16 HD (Medium); 17-30 HD (Large)

  Doppelganger golems, also called assassin golems, are a very rare type of flesh golem that have the ability to shift form. The process used to make them is a jealously guarded secret known only to a few wizards. Said wizards use these golems as trackers, spies, and assassins.

  In its "neutral" form, a doppelganger golem looks like a faceless, sexless, hairless, human being 6 feet tall. They can take the form of any humanoid creature they see, however, as the alter self spell - anything between 3 and 9 feet tall.


Doppelganger golems are tireless hunters; once set on the trail of a being or object, they will not stop until destroyed, ordered back by their controller, or the assigned mission is complete. Unlike other golems, they have a low intelligence and are thus able to exercise some cunning in the pursuit of their goals. They often take the form of those they kill like real doppelgangers and use that form until they need to change.

  Doppelganger golems usually fight with their bare fists, inflicting powerful blows for 2d6 damage each, but they are fully capable of employing simple weapons like daggers, maces, and axes, but not crossbows or other ranged weapons. In this case, they get one attack per round (at +12) and deal weapon damage +5 for their 20 Strength.

Change Shape (Su): A doppelganger golem can assume the shape of any Small, Medium, or Large humanoid or monstrous humanoid, or revert to its own form, as a standard action as the alter self spell.
A doppelganger golem can remain in its altered form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger golem reverts to its natural form when destroyed. A true seeing spell or ability reveals its natural form.

  Immunity to Magic (Ex): A doppelganger golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a doppelganger golem (as the slow spell), for 2d6 rounds with no saving throw. A slowed doppelganger golem cannot change form.


The pieces of a doppelganger golem must come from normal doppelganger corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a doppelganger golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check, and a DC 13 Heal check.

CL 8th; alter self, animate dead, bull's strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp.

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