Library / Bestiary

Bogeyman

CR 10.00 Fey NE Medium
Dressed in a long dark coat and a tall hat, this lanky, fanged humanoid exudes an almost palpable aura of horror.

Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society's willingness to do itself harm.

Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims' growing realization that they are not alone.

The most evil bogeymen are those who abandon the tactic of feeding on one person's fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father's work.

STR
12
DEX
21
CON
14
INT
15
WIS
16
CHA
25
HP
93 (17d6+34); terrible rejuvenation 5
AC
23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
Speed
30 ft.
Init
+9
Melee
2 claws +13 (1d8+1/19-20)
BAB
+8
CMB
+9
CMD
32
Fort
+9
Ref
+15
Will
+13
DR
15/cold iron
SR
21
Racial Modifiers
+4 Intimidate, +4 Stealth

Weapons: Simple

sneak attack +6d6

Striking Fear — 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.

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35

spell-like abilities:
Constant—Detect Thoughts, Constant—Tongues, At will—Darkness, At will—Gaseous Form, At will—Ghost Sound, At will—Invisibility, At will—Suggestion, 3/day—Crushing Despair, 3/day—Hold Person, 3/day—Phantasmal Killer, 1/day—Nightmare
Details
Type
Fey
Alignment
NE
Size
Medium
Environment
any
Organization
solitary
Treasure
double
Senses
low-light vision; Perception +23
Languages
Aklo, Common; tongues
Source
Bestiary 3
Sources Used in This Record
19 House/Core
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Crushing Despair (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Phantasmal Killer (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Nightmare (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.