Bogeyman

Level 10
Creature· evilUncommonMediumLegacy
AC
30
HP
175
Speed
30 ft.
Perception
+19
Fort
+16
Ref
+23
Will
+19
Immunities fear-effects
Weaknesses cold-iron 10
Languages aklo, common, fey
Senses low-light-vision
Skills acrobatics +23, stealth +23, deception +22, intimidation +22, thievery +21, athletics +19, society +16
Recall Knowledge DC 29 (nature)

Attacks

Melee Claw +21 (agile, finesse, magical, unarmed), Damage 2d12+9 slashing

Abilities

Constant Spellsinteraction
Fast Healing 10
Deepest Fear

60 feet. A bogeyman's aura of terror manifests as a shifting haze of images that reflect the viewers' deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 will save or become Frightened 1. A creature's frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours.

Devour Soul◆◆◆

Requirements The bogeyman has killed a creature within the last round and is adjacent to the creature


Effect The bogeyman consumes the creature's soul. The soul is utterly destroyed-nothing short of Wish or a similar effect can restore it to life, and only after the bogeyman has been slain. The bogeyman regains Hit Points equal to double the level of the consumed creature. Each time the bogeyman consumes 10 souls, it increases its level by 1, and its statistics improve accordingly.

Mobility

When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions.

Sneak Attack

The bogeyman deals 1d6 extra precision damage to Off-Guard creatures.

Striking Fear

If a bogeyman scores a critical hit with a claw Strike, the target must attempt a DC 29 will save.


Critical Success The target is unaffected.

Success The target is Frightened 1.

Failure The target is Frightened 2.

Critical Failure The target is Frightened 3 and Fleeing for 1 round.

Surprise Attack

On the first round of combat, creatures that haven't acted yet are Off-Guard to the bogeyman.

These nocturnal stalkers tail their chosen quarry for days, even weeks at a time, ominously showing up in back alleys, shadowy street corners, and even in victims' own homes before going in for the kill. For unfathomable reasons, a bogeyman may spare a victim's life and instead kidnap them, absconding to a far-off location before returning years later with a fresh bogey in tow.


Bogeymen are stealers of innocence and devourers of souls. Few targets who survive an encounter with them remain unchanged. Different names are given to bogeymen according to their varying sizes and degrees of power, which typically advance as the monsters consume more souls.