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.
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.
Regeneration. The bogeyman regains 10 hit points at the start of its turn if it has at least 1 hit point. Also when the bogeyman would take necrotic damage, it instead heals for the same amount.
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
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.