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    Bogeyman

    Dressed in a long dark coat and a tall hat, this lanky, fanged humanoid exudes an almost palpable aura of horror.

    Bogeyman CR 10

    XP 9,600
    NE Medium fey
    Init +9; Senses low-light vision; Perception +23
    Aura deepest fear (30 ft., DC 25)

    DEFENSE

    AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
    hp 93 (17d6+34); terrible rejuvenation 5
    Fort +9, Ref +15, Will +13
    DR 15/cold iron; SR 21

    OFFENSE

    Speed 30 ft.
    Melee* 2 claws +13 (1d8+8/19-20)
    Special Attacks sneak attack +6d6, striking fear
    Spell-Like Abilities (CL 10th; concentration +17)

    Constantdetect thoughts, tongues
    At willdarkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20)
    3/daycrushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21)
    1/daynightmare (DC 22)

    STATISTICS

    Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
    Base Atk +8; CMB +9; CMD 32
    Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
    Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth
    Languages Aklo, Common; tongues

    SPECIAL ABILITIES

    Deepest Fear (Su)

    A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

    Striking Fear (Su)

    If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman's claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.

    Terrible Rejuvenation (Su)

    A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

    Editor's Note
    This creature seems to have an error in the Melee attack line, as it does not have the strength to warrant a +8 bonus to damage. Corrected line is below.

    Melee 2 claws +13 (1d8+1/19-20)