pf2e.fyi
From Pathfinder Season of Ghosts Hardcover Compilation, which isn't enabled.

Noppera-Bo Impersonator (Primal)

CREATURE 6

Noppera-bos are faceless yokai who delight in tricking others. The noppera-bo impersonators present in this adventure are direct manifestations of Kugaptee's lingering presence in Governor Heh Shan-Bao's mindscape. When this latest mindscape cycle began, the duplicate PCs who dwelled in this mindscape were like the other townsfolk—phantasmal but harmless. As the PCs grew in power in the Willowshore mindscape, the sinister thought energy in Heh Shan-Bao's mindscape reacted and transformed the PCs' duplicates into dangerous monsters: noppera-bo impersonators.

Note that you can adjust the statistics of the noppera-bo impersonator presented below, using the rules for monster creation found in Pathfinder GM Core to challenge other PCs of different levels.

Impersonator Adjustments

Since the exact mix of PCs in each Season of Ghosts campaign will vary, the statistics here should be adjusted as needed to match each PC as closely as possible. Don't worry too much about exactly matching each character's rules choices since monsters follow different rules than PCs do—rather, look at ways you can present these creatures in ways that make them feel like monstrous duplicates. Each noppera-bo impersonator is faceless, but their gear and equipment should look identical to what the PCs have when they arrive in Heh Shan-Bao's mindscape. Of course, the bulk of this equipment is all part of the illusion—when a noppera-bo impersonator is slain, their gear shifts and transforms into ragged, broken props that only vaguely resemble the items carried and used by each PC.

Impersonating NPCs

The noppera-bo impersonators in this adventure focus on duplicating PCs, but they're just as adept at duplicating and replacing NPCs in the world. Sometimes, a noppera-bo impersonator's role as a disguised NPC in a position of power can last for years or even decades.


Noppera-bos appear to be regular humans from behind, and might even resemble someone you know, until they turn to reveal a featureless face.

Consummate Professionals

While the typical noppera-bo is cruel and revels in the act of frightening or tormenting humanoid creatures, not all of them wallow in evil. Some noppera-bos prefer roles as pranksters and use their abilities to trick and tease, while even rarer noppera-bos use their abilities to honor and idolize those they admire while focusing their own time on developing their skills at art or crafting tools of peace.

Noppera-bo Origins

There are many theories on the origins of noppera-bos—from tanuki whose Change Shape ability went wrong, to humanoids who were warped by curses, to naturally spawning yokai. Some even theorize this condition was once a transmissible curse like lycanthropy. Most noppera-bos don't recall their origins and are often more interested in pretending to be someone else entirely.


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
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.


AC 22; Fort +14, Ref +11, Will +17
HP 93; Immunities inhaled, olfactory, visual
Sensitive Hearing

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


Speed 25 feet
Melee False Weapon +15, Damage 2d8+8 mental
Melee False Weapon +15, Damage 2d4+8 mental
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
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.

Pathfinder Season of Ghosts Hardcover CompilationORC