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Noppera-Bo Impersonator (Occult)

Creature 6 (rare) — aberration

WeaverLANDaberrationmentaloccult

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.
Occult Innate Spells DC 24, attack +16
3rd Paralyze
2nd Illusory Creature, Paranoia
1st Dizzying Colors, Phantom Pain, Soothe
Cantrips (3rd) Daze, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDA frontline body absorbs melee pressure while this duplicate channels a borrowed spell repertoire from relative safety.
FlankerLANDA mobile skirmisher can capitalize on Off-Guard conditions this duplicate's borrowed spellcasting inflicts at range.
CrasherLANDA heavy melee striker punishes any character forced to close distance to interrupt the duplicate's spellcasting.

PUNISHES

✖ low Will✖ single-target focus✖ melee reliance
Avoid stacking multiple Weavers; the party solves one dominant spellcaster problem rather than needing double coverage.
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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