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Noppera-Bo Impersonator (Skilled)

Creature 6 (rare) — aberration

FlankerLANDaberrationmental

Source: season-of-ghosts-bestiary

Perception +14; no face
Languages common; telepathy 30 feet
Skills acrobatics +14, athletics +14, deception +16, intimidation +16
Str
+4
Dex
+4
Con
+4
Int
+4
Wis
+4
Cha
+4
AC 22 Fort +11 Ref +17 Will +14
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 Abilities — The noppera-bo impersonator gains one of the following abilities of your choice.

Commander The noppera-bo impersonator gains a minion that they can command. This creature takes the form of the impersonated PC's animal companion, eidolon, or other fighting companion creature; choose a 4th-level creature that approximates the impersonated companion creature's abilities. This creature gains the minion trait.

Elemental Attack

Sneak Attack The noppera-bo impersonator deals an additional 1d6 precision damage to Off-Guard creatures.

Weapon Perk The noppera-bo impersonator chooses one of the following weapon traits to add to their false weapon: agile, backstabber, disarm, finesse, sweep, or trip.

WORKS WELL WITH

AnvilLANDA durable frontline unit holds priority attention while this mobile duplicate repositions to strike from an advantageous angle.
WeaverLANDA caster benefits from the pressure this agile duplicate applies, since defenders drawn into melee with it can't easily also guard against spells.
SnareLANDA controller that locks a target in place turns this duplicate's mobility advantage into a guaranteed follow-up strike.

PUNISHES

✖ static positioning✖ low Reflex✖ isolated targets
Avoid a second highly mobile skirmisher without an Anvil or Snare to anchor the fight.
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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