Doppelganger male enc 5: CR 8; Medium monstrous humanoid (shapechanger); Hit Dice 4d8+8 plus 5d4+10; 49 hp; Init +0; Spd 30 ft. (6 squares); AC 16 (11 touch, 16 flat-footed); BAB/Grapple +6/+6; Atk +6 melee (1d6, slam) or +7 melee (1d4/19-20, masterwork dagger), or +6 melee (1d4/19-20 cold iron dagger), or +7 ranged (1d4/19-20, masterwork dagger), or +6 ranged (1d4/19-20, cold iron dagger); Full atk +6/+1 melee (1d6, slam) or +7/+2 melee (1d4/19-20, masterwork dagger), or +6/+1 melee (1d4/19-20 cold iron dagger), or +7 ranged (1d4/19-20, masterwork dagger), or +6 ranged (1d4/19-20, cold iron dagger); SA detect thoughts; SQ change shape, immunity to sleep and charm effects, summon familiar; AL NE; SV Fort +4, Ref +5, Will +10; Str 11, Dex 11, Con 14, Int 20, Wis 14, Cha 16; Weight 150 lbs., Height 5 ft., 6 in.
Skills and Feats: Bluff +16*, Concentration +10, Craft (metalworking) +9, Diplomacy +16, Disguise +14*, Intimidate +14, Knowledge (arcana) +13, Knowledge (planes) +8, Listen +6, Sense Motive +11, Speak Language (Common, Dwarven, Elven, Gnome, Halfling), Spellcraft +13, Spot +5; Craft Wondrous Item, Negotiator, Persuasive, Scribe Scroll, Silent Spell, Still Spell.
Typical Wizard Spells Prepared (prohibited schools conjuration and evocation; DC 15+spell level): 0th-daze, detect magic, ghost sound, prestidigitation, read magic, touch of fatigue; 1st-expeditious retreat, Nystul's magic aura, ray of enfeeblement, silent image, sleep, shield; 2nd-blindness/deafness, silent hypnotism, Tasha's hideous laughter, touch of idiocy; 3rd-deep slumber, silent still charm person, suggestion.
Gelinat's Spellbook: 0th-all sor/wiz cantrips from the Player's Handbook except those belonging to the schools of conjuration and evocation; 1st-charm person, expeditious retreat, hypnotism, Nystul's magic aura, ray of enfeeblement, silent image, sleep, shield, ventriloquism; 2nd-arcane lock, blindness/deafness, Tasha's hideous laughter, touch of idiocy; 3rd-deep slumber, suggestion.
Detect Thoughts (Su): Gelinat can continuously use detect thoughts, as the spell (caster level 18th, Will DC 17 negates). He can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): Gelinat can assume the shape of any Small or Medium humanoid. In humanoid form, he loses his natural attacks. Gelinat can remain in his humanoid form until he chooses to assume a new one. A change in form cannot be dispelled, but he will revert to his natural form if killed. A true seeing spell or ability reveals his natural form.
Skills: Gelinat has a +4 racial bonus on Bluff and Disguise checks.
* When using his change shape ability, he gets an additional +10 circumstance bonus on Disguise checks. If he can read an opponent's mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.
Possessions: 2 gp, 4 sp, 5 cp, bracers of armor +1, ring of protection +1, masterwork dagger, cold iron dagger, spade, spellbook (market value 1100 gp), wand of magic missile (CL 3rd, 50 charges), ring of sustenance, tent, cart, mule, bit and bridle, pack saddle, 1 sack of caltrops, masterwork metalworker's tools, healing kit, smokestick, 5 sunrods, 1 flask acid, 1 flask alchemist's fire, 5 tindertwigs, flint and steel, 50 ft. hemp rope, hooded lantern, wooden chest (arcane locked), lock (average) (on chest), small steel mirror, bucket, bedroll, winter blanket, pen, 1 oz. ink, 4 sheets parchment, sewing needle, 2 artisan's outfits, 1 cold weather outfit, 1 peasant's outfit, 1 scholar's outfit, 4 traveler's outfits, spell component pouch, 4 days' trail rations, 4 days' feed, clay jug, iron pot, waterskin, whetstone, 2 pints oil.
Formerly the apprentice of Karlit Tightfist, the ruler of Woods End prior to the arrival of Mintinarn Ceretheliaul and the elven druid's successful deposition of the tyrannical mage, Gelinat is unusually intelligent, even for a doppelganger, and is murderously convinced of his own superiority to all other sentient creatures. Like most doppelgangers, he is given to spying and scheming for its own sake, but Gelinat also desires the rule of Woods End.
In the pursuit of this ambition, Gelinat currently lives in hiding, since Ceretheliaul has placed a bounty on his head. The doppelganger wizard maintains a number of disguises in order to avoid bounty hunters and other threats, preferring the shape and manner of an itinerant half-elf tinker. In this guise, Gelinat (or "Young Master Flewer," as he speaks of himself in the third person) leads a mule-drawn cart, piled high with his belongings, tools, and a small portable forge, through Woods End and the surrounding countryside, charging small fees for the general service of mending pots and pans, sharpening knives, scissors, and other tools, and otherwise fulfilling the function of any mundane tinker. Gelinat's wanderings in this form also tend to give him with opportunities to spy on the affairs of a great many people in the area, and to employ both his mundane skills as a spy (using Bluff, Diplomacy, and Sense Motive to gather information about interesting things and people) alongside his magical talents in extracting favors and information from people.
Gelinat's other common disguises tend to share the trait that they allow him to wander the area as a friendly stranger, chatting with people he meets and moving on without arousing much suspicion. The form he uses most often after his identity as Flewer is the persona of Grettel Dayflower "Inkblot" Borrolboddum, a middle-aged gnome woman habitually garbed in a scholar's robes, who wanders the area from time to time, conducting (she claims) searches for obscure spell components. At such times, Gelinat stashes his cart and other accoutrements in one of a dozen or more hiding-places he's prepared in the general area around town, and leads his mule as a pack animal.
Gelinat has loose ties to the Velvet Purse, but avoids becoming too deeply involved with them because he hopes to accomplish a counterrevolution in Woods End, and he would prefer not to come to power there while still owing favors to the organized crime affiliation. From time to time, he finds it useful to funnel information to the Purse, however, especially when he thinks it may prompt the disappearance of a shared enemy. He's currently biding his time, improving the extent and control of his magical powers, sharpening his innate skills at deception and manipulation, and looking for an opportune moment to strike out against the hated druid who dispossessed him of both his master and (as he sees it) his proper place as a ruler of the bustling town.