Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Source Starfinder #23: Hive of Minds pg. 55

Impostor CR 8

XP 4,800
CE Medium outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +21


HP 113
EAC 20; KAC 21
Fort +7; Ref +9; Will +11
Defensive Abilities enhance doubt
Weaknesses vulnerability to self-confidence


Speed 50 ft.
Melee doubt blade +18 (1d12+9 C & S; critical staggered [DC 18])
Offensive Abilities mocking visage (DC 18)


STR +1; DEX +4; CON +1; INT +2; WIS +2; CHA +6
Skills Bluff +21, Disguise +21, Intimidate +16, Sense Motive +16, Stealth +16
Languages Common and up to 2 others


Environment any (Astral Plane)
Organization solitary

Special Abilities

Doubt Blade (Su) As a swift action, an impostor can manifest a blade made of pure doubt and cold darkness in its hand. This blade exists only when the impostor wields it, and they can dismiss it at will (this takes no action).
Enhance Doubt (Su) A creature that fails to hit an impostor is filled with self-doubt and must succeed at a DC 18 Will saving throw or gain the shaken condition until the end of its next turn. This is a mind‑affecting effect.
Mocking Visage (Su) As a move action, an impostor can alter its face into a twisted version of the face of a creature within 15 feet that can see it. The targeted creature must then succeed at a DC 18 Will saving throw or gain the flat-footed condition against the impostor until the beginning of the impostor’s next turn. This is a mind-affecting, sense-dependent effect.
Vulnerability to Self-Confidence (Su) An impostor takes half again as much damage (+50%) when it takes damage from a creature benefiting from a morale bonus.


From the fumbling fool to the universally respected prodigy, every being suffers from moments of doubt when they believe all of their successes are due only to luck and that they will soon be revealed to be the frauds they are. Such thoughts usually pass quickly, but sometimes they can leave a psychic impression on the Astral Plane. When a creature’s lack of confidence returns again and again, these imprints grow strong enough to create a rare outsider known as an impostor—a creature that feeds on self-doubt.

An impostor takes on a form reminiscent of the creature whose doubt created it. However, it is a nightmarish, funhouse-mirror version of the creature, with an elongated face and hollow eyes. When an impostor is created, it can push its way onto the Material Plane, its only thought to end its progenitor’s life. As a creature born from the dark places of the mind, an impostor can manifest doubt as a weapon: a cold blade that seems to absorb light.

Once an impostor has finished off its creator, it seeks ways to undo their accomplishments. Though an impostor is rarely mistaken for its progenitor, it knows their every shameful secret and worst impulses, and it uses this knowledge to further its cruel agenda. Once it thoroughly spoils a person’s reputation, the impostor fades from existence, its energy returning to the Astral Plane.