Changeling

The statistics block below contains details for more than one type of changeling. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Changeling, 1st-Level Warrior
Medium Humanoid (Shapechanger)
Changeling Spy, 3rd-Level Rogue
Medium Humanoid (Shapechanger)
Hit Dice: 1d8+1 (5 hp) 3d6 (13 hp)
Initiative: +1 +6
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13 17 (+2 Dex, +5 +1 chain shirt), touch 12, flat-footed 15
Base Attack/Grapple: +1/+0 +2/+1
Attack: Rapier +2 melee (1d6−1/18–20) or light crossbow +2 ranged (1d8/19–20) Masterwork rapier +5 melee (1d6−1/18–20) or light crossbow +4 ranged (1d8/19–20)
Full Attack: Rapier +2 melee (1d6−1/18–20) or light crossbow +2 ranged (1d8/19–20) Masterwork rapier +5 melee (1d6−1/18–20) or light crossbow +4 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: — Sneak attack +2d6
Special Qualities: Changeling traits, minor change shape Changeling traits, change shape, evasion, trap sense +1, trapfinding
Saves: Fort +3, Ref +1, Will −1 Fort +1, Ref +5, Will +2
Abilities: Str 8, Dex 13, Con 12, Int 10, Wis 9, Cha 11 Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15
Skills: Bluff +2, Disguise +0, Intimidate +2, Jump +0, Sense Motive +2, Spot +1; racial bonuses Balance +3, Bluff +10, Diplomacy +6, Disable Device +7, Disguise +8 (+10 acting), Gather Information +8, Hide +7, Intimidate +6, Jump +0, Move Silently +7, Search +7, Sense Motive +10, Tumble +7; racial bonuses
Feats: Weapon Finesse Improved Initiative, Weapon Finesse
Environment: Any Any
Organization: Solitary, gang (2–4 plus 1 3rd-level leader), or clan (10–60 plus 30% noncombatants plus 3rd-level boss per 10 adults, 2 5th-level 5th-level elders, plus 1 7th-level clan head) Solitary or gang (1 plus 2–4 changeling warriors)
Challenge Rating: ½ 3
Treasure: Standard Standard (including masterwork rapier and +1 chain shirt)
Alignment: Usually neutral Usually neutral
Advancement: By character class ♊ By character class ♊
Level Adjustment: +0 +0

Changeling • Changeling Spy

This peculiar humanoid has pale gray skin, thin hair, and blank white eyes. You see hints of a nose and mouth, but its face is bereft of expression. Its limbs are gangly and slightly misproportioned, although it moves gracefully.

Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. Changelings do not possess the full shapechanging ability of doppelgangers, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential.

In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party usually plans to reveal.

Changelings strongly resemble their doppelganger lineage, with only a passing nod to their humanoid heritage. All changelings fall within the boundaries of Medium size, usually standing between 5 and 6 feet tall. Unlike true doppelgangers, changelings do have gender in their natural form, although they can adopt any shape they like. They speak Common, but many changelings enjoy collecting other languages to expand their repertoire of disguises and identities.

Humans and elves regard changelings with suspicion. Many, however, have reason to do business with them. Dwarves have little patience for their deceptive and subtle manner. Gnomes and halflings, on the other hand, enjoy matching wits with changelings, though they are often rivals in certain shady activities.

Combat

Changelings are reluctant fighters, preferring to intimidate or bluff their opponents. When forced to fight, they fight defensively while assessing their chances of winning the fight. Changelings are not above running when they find themselves in a losing situation.

Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action.

Skills: When using its minor change shape ability, a changeling gets a +10 circumstance bonus on Disguise checks.

Changeling Spy

Changeling spies have a penchant for shady dealings. Most of them are rogues of low to middle level who work as deepcover spies for local guilds or secret benefactors. Changeling spies rely on disguises, stealth, and honeyed words to conceal their activities and true motives.

Combat

Changeling spies deal in information and avoid combat unless they have allies to support them. Some changeling spies use their natural charisma to lead small gangs of cloaked changeling warriors, relying on their minions to create flanking opportunities for sneak attacks.

Changeling Society

Changelings do not build cities of their own, but live among humans, goblinoids, or other races, blending in among them and living in their shadow. They are most commonly found in large cities, where they form the backbone of the criminal underworld, though many find more respectable work as entertainers, government agents, and sometimes adventurers. Even in large cities, they do not cluster into extremely large groups. A changeling “clan” is actually a voluntary association of changelings grouped together for mutual protection rather than a group of blood relatives. Clan heads govern by the consent of the clan, and this position tends to change hands frequently. Bosses maintain order and help organize the clan for common purposes.

A changeling clan includes 30% noncombatants, primarily children and the elderly, who are usually the primary reason for the clan’s existence. Changelings without dependents generally find little reason to associate with a clan and operate alone or in smaller gangs organized by a charismatic leader.

Many changelings revere the deity known as the Traveler. Many others follow a personal philosophy of the perfect form, in which physical transformation is a spiritual practice symbolizing purification. This philosophy is curiously amoral, and its practitioners include both assassins and saintly ascetics.

Changelings as Characters

Changeling characters possess the following racial traits.

Source: Monster Manual III, page 24.