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Noppera-Bo Impersonator (Primal)

Creature 6 (rare) — aberration

ShadeWeaverLANDaberration

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.
Primal Innate Spells DC 24, attack +16
3rd Lightning Bolt, Wall of Thorns
2nd Floating Flame, Web
1st Grease, Spider Sting
Cantrips (3rd) Caustic Blast, Tangle Vine

WORKS WELL WITH

CrasherLANDCrasher aggression consumes enemy reactions, letting the impersonator exploit deception openings and mental strike windows.
AnvilLANDAnvil pins enemies in place, enabling mental strikes to land while the impersonator controls engagement priority.
SniperLANDSniper ranged threat forces enemy shield usage and cover-seeking, reducing actions available to counter the infiltrator's close-range deception.

PUNISHES

✖ visual reliance✖ low Will✖ inhaled reliance
multiple Shades dilute the infiltration advantage and reduce the surprise-round action economy payoff
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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