Deepest Fear. A bogeyman is cloaked in a 30 ft. aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. When a creature ends it’s turn within the aura it must succeed on a DC 21 wisdom save or become frightened of the bogeyman. A creature that makes its saving throw can not be affected by this ability again for another 24 hours. Any creature who fails a saving throw against an effect that would cause them to become frightened while within the aura suffers a level of exhaustion.
Innate Spellcasting. The bogeyman’s innate spellcasting ability is Charisma (spell save DC 18). The bogeyman can innately cast the following spells, requiring no components:
At will: Darkness, Fear, Gaseous Form, Minor Illusion, Invisibility, Sleep, Suggestion
3/day: Hold Person, Phantasmal Killer
1/day: Dream
Regeneration. The bogeyman regains 10 hit points at the start of its turn if it has at least 1 hit point.
Shadowglide. A bogeyman can teleport up to 30 ft. as a move action, as long as its starts and ends its turn in an area with some shadow.
Multiattack. The bogeyman makes two claw attacks.
Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the attack is a critical hit the target must succeed on a DC 21 Wisdom save or become frightened of the bogeyman. Any medium or smaller creature hit by this attack is grappled.
Description
Adapted into 5e by Dnd content creator Dungeon Dad
Comments