Noppera-Bo Impersonator (Divine)
Creature 6 (rare) — aberration
ShadeWeaverLANDaberrationdivinementalimpersonation
Source: season-of-ghosts-bestiary
Perception +14; no face
Languages common; telepathy 30 feet
Skills acrobatics +12, athletics +12, deception +14, intimidation +14
Str
+4
Dex
+4
Con
+4
Int
+4
Wis
+4
Cha
+4
AC 22
Fort +14
Ref +11
Will +17
HP 93
Immunities inhaled, olfactory, visual
Speed 25 feet
Offense
Melee False Weapon +15, Damage 2d8+8 mental
Melee False Weapon +15, Damage 2d4+8 mental
Abilities
Telepathy 30 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
No Face — The noppera-bo has no sense of vision, but their hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to "drink" through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way.
Sensitive Hearing — As long as the noppera-bo is Deafened, they're Slowed 1.
False Weapon — A noppera-bo impersonator carries a +1 striking weapon that looks identical to the favored weapon of the character being impersonated. If the PC favors unarmed Strikes, it appears as handwraps. If the impersonated character favors a ranged weapon, then the noppera-bo impersonator has no melee weapon and instead uses the ranged false weapon Strike above; otherwise, the noppera-bo impersonator has no ranged weapon. If the character favors no weapon, then the noppera-bo wields a club as their false weapon. This false weapon is only partially real and inflicts only mental damage when it hits; it gains none of the original weapon's traits or magical enhancements. If a noppera-bo impersonator's false weapon is broken, disarmed, or set down, it fades away. The noppera-bo impersonator can craft a replacement false weapon by spending 10 minutes to recreate one.
Impersonated Spellcasting — The noppera-bo impersonator gains a suites of innate spells, matching the spellcasting tradition utilized by the PC being impersonated. You can adjust the spells to make a more perfect fit for the impersonation.
Divine Innate Spells DC 24, attack +16
3rd Vampiric Feast
2nd Dispel Magic, Noise Blast
1st Bane, Command, Heal
Cantrips (3rd) Divine Lance, Shield
WORKS WELL WITH
AnvilLANDA durable front-liner controls tempo and initiative while this impersonator's mimicry goes unnoticed until it strikes.
SnareLANDBattlefield control keeps the party's attention divided, giving the impersonator room to mimic a trusted role unchallenged.
SniperLANDRanged pressure adds chaos to the encounter that masks which threat is the disguised impersonator.
PUNISHES
✖ isolated targets✖ predictable tactics✖ low Will
Avoid stacking multiple impersonator-type threats; the surprise value of a disguised attacker is spent once the deception is discovered.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Noppera-Bo Impersonator (Divine) in the encounter builder — free, no install.
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