Horror Shroud. The bogeyman adds its Charisma modifier to its Armor Class, in addition to any armor and Dexterity modifiers.
Innate Spellcasting. The bogeyman’s innate spellcasting ability is Charisma (spell save DC 19). The bogeyman can innately cast the following spells, requiring no components.
At will: darkness, detect thoughts, invisibility, minor illusion, suggestion, tongues
3/day: fear, hold person, phantasmal killer
1/day: dream
Legendary Resistance (2/Day). If the bogeyman fails a saving throw, it can choose to succeed instead.
Magic Resistance. The bogeyman has advantage on saving throws against spells and other magical effects.
Terrible Rejuvenation. The bogeyman regains 5 hit points at the start of its turn if it is within 30 feet of a creature that is frightened. If the bogeyman takes radiant damage, this trait doesn’t function at the start of the bogeyman’s next turn. The bogeyman dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Shadow Stealth. While in dim light or darkness, the bogeyman can take the Hide action as a bonus action.
Striking Fear. If the bogeyman confirmed a critical hit or a sneak attack with one of its claws on a target that succeeded on its saving throw against the bogeyman’s frightful presence, it becomes susceptible to the bogeyman’s frightful presence action, allowing the bogeyman to use its frightful presence against the creature again, even if 24 hours have not passed yet.
Multiattack. The bogeyman can use its Frightful Presence. It then makes two attacks with its claws.
Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) slashing damage, and if the target is currently frightened, it must succeed on a DC 21 Wisdom saving throw or become stunned in fear for 1 round.
Frightful Presence. Each creature of the bogeyman’s choice that is within 30 feet of the bogeyman and aware of it must succeed on a DC 21 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 bogeyman’s Frightful Presence for the next 24 hours.
Sneak Attack. The bogeyman has the ability to deal sneak attack damage as a 10th-level rogue.
Uncanny Dodge. When an attacker that the bogeyman can see hits it with an attack, the bogeyman can use its reaction to halve the attack’s damage against it.
The bogeyman can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bogeyman regains spent legendary actions at the start of its turn.
Move. The bogeyman moves up to its speed without provoking opportunity attacks.
Claw (Costs 2 Actions). The bogeyman makes one claw attack.
Lair and Lair Actions
A Bogeyman’s Lair
A bogeyman’s lair is usually a run-down building, but under the illusion of a pristine house of fun and tricks. If the bogeyman dies, the illusions of grandeur immediately fade and the building is shown as being in its natural state of decay. A bogeyman encountered in its lair has a challenge rating of 12 (8,400 XP).
Lair Actions
When fighting inside its lair, a bogeyman can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the bogeyman can take one lair action to cause one of the following effects:
- All natural light sources within 120 feet flash with purple energy and then project magical darkness until initiative count 20 on the next turn.
- A 30-foot square area of ground within 120 feet of the bogeyman sprouts shadowy, grasping appendages until initiative count 20 on the round after next. Each creature of the bogeyman’s choice that starts its turn within 10 feet of the area must succeed on a DC 15 Dexterity saving throw or be grapples. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- A magical door appears and opens adjacent to a creature of the bogeyman’s choosing that is within 120 feet of the bogeyman. The creature must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or be pulled through the doorway and be jettisoned out the nearest natural doorway to the nearest available space, taking 1d6 bludgeoning damage and 2d6 force damage. The magical door then closes and disappears.
The bogeyman can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing a bogeyman’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- All natural light sources within 1 mile of the bogeyman’s lair sometimes flicker with a purplish hue.
- Creatures within 1 mile of the bogeyman’s lair are wracked with nightmares when they sleep. These effects are never enough to cause exhaustion, but the nightmares are vivid enough to frighten the local children.
If the bogeyman dies, these effects fade over the course of 1d6 days.
Previous Versions
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