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

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.

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
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.