Bogeyman
Creature 10 (uncommon) — fey
Pre-Remaster content. May include legacy alignment.
FlankerShadeLANDfey
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 uncha
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +19; low-light-vision
Languages aklo, common, fey; tongues
Skills acrobatics +23, athletics +19, deception +22, intimidation +22, society +16, stealth +23, thievery +21
Str
+5
Dex
+7
Con
+4
Int
+0
Wis
+3
Cha
+6
AC 30
Fort +16
Ref +23
Will +19
HP 175 (fast healing 10)
Immunities fear-effects
Weaknesses cold-iron 10
Speed 30 feet (mobility)
Offense
Melee Claw (agile, finesse, magical, unarmed) +21, Damage 2d12+9 slashing plus Striking Fear
Abilities
Constant Spells — 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 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Deepest Fear (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 (occult) —
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 (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.
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.
Occult Innate Spells DC 27, attack +19
5th Tongues (Constant)
4th Gaseous Form, Nightmare, Phantasmal Killer
3rd Mind Reading
2nd Invisibility, Knock (At-Will)
1st Fear
Cantrips (5th) Ghost Sound, Message
WORKS WELL WITH
AnvilLANDAn anvil holds enemies in melee range where the flanker can consistently apply sneak attack and fear effects.
WeaverLANDA weaver manipulates positioning to create off-guard opportunities and cluster enemies within the fear aura.
MenderLANDA mender sustains the flanker through extended engagements while it skirmishes in melee.
PUNISHES
✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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