🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BogeymanCreature 10


UncommonNEMediumFey
Source Pathfinder #152: Legacy of the Lost God
Perception +19 (low-light vision)
Languages Aklo, Common, Sylvan, 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; Reflex +23; Will +19;
HP 175 (fast healing 10)
Speed 30 feet
Immunities fear effects
Weaknesses Coldiron 10

Claw One Action +21 (+17, +13) to hit (agile, finesse, magical) 2d12+9 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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 Aura


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 Three Actions (necromancy, occult)

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 flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

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.

Surprise Attack

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


Occult Innate Spells (DC 27, +19 to hit)

Cantrips (5th Level): Ghost Sound, Message
1st Level: Fear
2nd Level: Invisibility, Knock (At-Will)
3rd Level: Mind Reading
4th Level: Gaseous Form, Nightmare, Phantasmal Killer
5th Level: Tongues (Constant)


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fey

Creatures of the First World are called the fey.