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Noppera-Bo Impersonator (Martial)

Creature 6 (rare) — aberration

AnvilCrasherLANDaberrationmental

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 +17 Ref +14 Will +11
HP 93
Immunities inhaled, olfactory, visual
Speed 25 feet

Offense

Melee False Weapon +17, Damage 2d8+10 mental
Melee False Weapon +17, Damage 2d4+10 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 Abilities — The noppera-bo impersonator gains one of the following abilities of your choice.

Armored The noppera-bo appears to be heavily armored, and they increase their AC to 24.

Reactive Strike

Shield Carrier The noppera-bo carries a Sturdy Shield (Minor) (that transforms into a useless prop if it's destroyed, dropped, or upon the noppera-bo's death), and they gain the Shield Block general feat.

Weapon Perk The noppera-bo chooses one of these weapon traits to add to their false weapon: agile, deadly d8, forceful, parry, reach, shove, sweep, or trip.

WORKS WELL WITH

SniperLANDA ranged attacker can pick off support characters while this frontline duplicate's disguise keeps melee attention locked on itself.
WeaverLANDA caster gains cover from scrutiny since the party's identification checks are spent unmasking this duplicate instead of watching for hidden spellcasters.
SnareLANDA controller that keeps targets Off-Guard or restrained lets this frontline duplicate land its mental strikes without contest.

PUNISHES

✖ misidentified targets✖ low Will✖ melee reliance
Avoid a second disguised duplicate or Anvil in the same fight; redundant frontline copies blur the encounter's identity.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Season of Ghosts Hardcover Compilation.

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