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Noppera-Bo Impersonator (Occult)Creature 6


Rare​Medium​Aberration​Chaotic​Evil​
Source Pathfinder Season of Ghosts Hardcover Compilation
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; Reflex +11; Will +17;
HP 93
Speed 25 feet
Immunities inhaled, olfactory, visual

False Weapon One Action +15 (+10, +5) to hit 2d8+8 Mental
False Weapon One Action +15 (+10, +5) to hit 2d4+8 Mental

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, +16 to hit)

Cantrips (3rd Level): Daze, Telekinetic Projectile
1st Level: Dizzying Colors, Phantom Pain, Soothe
2nd Level: Illusory Creature, Paranoia
3rd Level: Paralyze



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.