Noppera-Bo Impersonator (Martial)

Level 6
Creature· aberrationRareMediumRemaster
AC 22
HP 93
Speed 25 ft.
Fort +17
Ref +14
Will +11
Perc +14
Size Medium
Rare
aberrationchaoticevil
Immunities inhaled, olfactory, visual
Languages common
Skills deception +14, intimidation +14, acrobatics +12, athletics +12
Recall Knowledge occultism DC 27

Attacks

Melee False Weapon +17/+12/+7
Damage: 2d8+10 mental
Melee False Weapon +17/+12/+7
Damage: 2d4+10 mental

Abilities

Telepathy 30 feetinteraction(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 Faceinteraction

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 Hearingdefensive

As long as the noppera-bo is Deafened, they're Slowed 1.

False Weaponoffensive

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 Abilitiesoffensive

The noppera-bo impersonator gains one of the following abilities of your choice. Effect: Impersonated Ability • 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.

Traits

Chaotic
Evil