Feed on Fear. A frightened creature that starts its turn within 20 feet of the banderhobb takes 3 (1d6) psychic damage, unless the banderhobb is incapacitated. Each time a creature takes damage this way, the banderhobb regains 3 (1d6) hit points and gains advantage on melee attack rolls until the end of its next turn.
Innate Spellcasting. The banderhobb's innate spellcasting ability is Charisma (spell save DC 15). The banderhobb can innately cast the following spells, without providing material components:
At will: darkness, detect thoughts, dissonant whispers, phantasmal force
2/day each: major image, phantasmal killer, plane shift (self only)
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.
Multiattack. The banderhobb makes three attacks: one with its bite or tongue and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) psychic damage and the target must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightful Presence. Each creature of the banderhobb's choice that is within 120 feet of the banderhobb and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the banderhobb's Frightful Presence for the next 24 hours.
Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make one melee attack.
Swallow. The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 14 (4d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.
The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Shadow Stealth. While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.
Description
Once in awhile, there will be a banderhobb of exceptional guile and skill that reforms in the Shadowfell. Birthing the legend of the Bogeyman, this deadly banderhobb can shift from the Shadowfell and into the Material Plane. While it enjoys feeding on flesh, it requires consuming psychic energies generated by frightened and stressed beings to sustain its magical abilities. A banderhobb bogeyman can normally be found leading a band of banderhobb shadow assassins and raiders.
Comments