Bogeyman

Level 10
Creature· evilUncommonMediumLegacy
AC 30
HP 175 (fast healing 10)
Speed 30 ft.
Fort +16
Ref +23
Will +19
Perc +19
Size Medium
Uncommon
evilfey
Immunities fear effects
Weaknesses cold iron 10
Spells
Occult Innate Spells (DC 27, attack +19)
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 nature DC 29

Attacks

Melee Claw +21/+17/+13(agile, finesse, magical, unarmed)
Damage: 2d12+9 slashing
Effect: striking fear

Abilities

Constant Spellsinteraction

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Fast Healing 10defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Deepest Feardefensive(aura, emotion, fear, illusion, mental, visual)

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◆◆◆offensive(occult)

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

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.

Mobilityoffensive

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

Sneak Attackoffensive

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

Striking Fearoffensive(emotion, fear, mental)

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 Attackoffensive

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

Description

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.

Traits

Evil