Medium Aberration, Chaotic Evil
Armor Class 14 (Natural Armor)
Hit Points 17 (5d6)
Speed 30 ft., Climb 30 ft.
STR
6 (-2)
DEX
19 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws DEX +6
Skills Deception +3, Intimidation +3, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 10
Languages Common , any languages it's current haunt speaks.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Darklurker. Magical darkness doesn't impede the bogeyman's darkvision

Semi-ethereal Presence. While the bogeyman is on the Border Ethereal, it can physically affect the Material plane, and can also be affected by it. It also can be seen by creatures on the Material plane under certain circumstances, such as the following:

• The bogeyman appears as it's true form on the reflection of a blessed, silver-bordered mirror.

• The bogeyman's twisted shadow appears on the wall under the dim light of a fading candle.

• While the bogeyman is under bright or dim light, it appears to humanoid children aged 10 or under and to beasts as a humanoid looking creature whose face is covered in shadows. 

Spider Climb. The bogeyman can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The bogeyman makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage, plus 2 (1d4) psychic damage if the bogeyman has advantage on the attack roll.

Scare (Recharge 5-6). The bogeyman briefly appears in the Material plane and briefly twists it's form, becoming an amalgam of a creatures fears. Target creature within 60 feet that can see the boogeyman must succeed a DC 13 Wisdom saving throw, with disadvantage if it is surprised, or become frightened of the bogeyman for 1 minute. The target can repeat the saving throw, ending the effect on a success. If the target succeeds the saving throw, it cannot be affected again until the end of it's next long rest.

Planar Step. The boogeyman shifts from the Ethereal Plane to the Border Ethereal, or from the Material Plane to the Border Ethereal.

Description

A bogeyman is made when someone harbors a such a desire to harm someone that the very thought becomes real, and guided by malicious intent.

The bogeyman haunts the person, stalking in the Border Ethereal, slowly tormenting it in the dark of the night, until it grows bold enough and moves for the kill. Then, when the deed is done but the evil intent still remains, it branches out and begins to haunt the person's closest friends and family members. A bogeymen will haunt until the intent wanes away, or there is no one left to kill.

A bogeyman's form varies, but usually is that of a humanoid with appearance similar to the person that spawned it, but twisted and savage. Most bogeymen also have the power to turn into a manifestation of a haunted creature's greatest fear. But this is a dangerous maneuver, because when it does so a bogeymen manifests itself on the Material Plane, and if the fright doesn't work, it may become under the mercy of it's haunt.

Incorporeal Nature. A bogeymen doesn't require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2020 2:33:06 AM
3
1
0.5
Coming Soon
10/8/2020 2:34:40 AM
2
1
--
Coming Soon

Habitat: UnderdarkUrban

LyatValkheim

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