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Zoudou The Zealous

Nethys Note: No description has been provided for this creature.

Recall Knowledge - Aberration (Occultism): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Zoudou The ZealousCreature 2

Unique Medium Aberration 
Source Season of Ghosts (Hardcover) pg. 85
Perception +6; no face
Languages Common; telepathy 30 feet
Skills Acrobatics +7, Deception +9, Diplomacy +7, Occultism +8, Religion +7, Society +6
Str +2, Dex +4, Con +3, Int +3, Wis +2, Cha +4
No Face Noppera-bos have no sense of vision, but their sense of 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
Items twisted knot of wood (religious symbol of Kugaptee), bulky robes, fiend's hunger, tattered ledger
AC 17; Fort +8, Ref +9, Will +5
HP 30; Immunities inhaled, olfactory, visual; Weaknesses sensitive hearing
Identity Crisis [reaction] (emotion, mental, occult, visual) Frequency once per day; Trigger Zoudou successfully Steals the Face of an adjacent creature; Effect As Zoudou Steals the creature's Face, she telepathically draws at the creature's sense of identity and self. The creature must attempt a DC 18 Will save. On a failure, the creature questions their own identity and becomes slowed 1 for 1 round. On a critical failure, they're slowed 1 for 1 minute.Oath of Anonymity When Zoudou has a face, she can't cast divine prepared spells.Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1.
Speed 25 feet
Melee [one-action] Fiend's Hunger +7 [+3/-1] (agile, finesse, thrown 10 feet, versatile S), Damage 1d4-2+4 piercingDivine Prepared Spells DC 18, attack +10 (-4 dmg); 2nd darkness, harm; 1st bane, fear, heal; Cantrips (2nd) daze, divine lance, read aura, shield, void warp
Rituals (-4 dmg); 2nd consecrate
Impersonate Shape [two-actions] (concentrate, occult, polymorph) Zoudou changes into a version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, Zoudou gains a +2 circumstance bonus to Impersonate that creature. As long as the Zoudou has a face, they lose their no face ability and their listed immunities. Zoudou can change back by using this ability again.Regain Anonymity [one-action] (occult, polymorph) Requirement Zoudou has a face; Effect Zoudou causes the face she's wearing to melt away like running wax and gains 3d6 temporary Hit Points. She can't Regain Anonymity again for 1d4 rounds.Silent Casting When Zoudou is faceless, she can substitute an additional manipulate component for a concentrate component.Steal Face [two-actions] (concentrate, curse, incapacitation, occult, polymorph) Frequency once per day; Requirements Zoudou is faceless; Effect Zoudou targets one creature within 30 feet. The creature must attempt a DC 18 Fortitude save.
Critical Success The target is unaffected.
Success The target is dazzled until the start of its next turn.
Failure Zoudou gains the target's face. The target's face vanishes until the end of its next turn. Until then, it is blinded, can't speak or ingest, and can't smell. The target must also hold its breath or begin to suffocate.
Critical Failure As failure, but the effect doesn't end automatically. The target can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such attempt.