Medium Swarm of Medium plants, Chaotic Evil
Armor Class 19 Natural armor
Hit Points 100 (100d10)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
23 (+6)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws INT +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Frightened, Grappled, Petrified, Poisoned
Senses Passive Perception 5
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

 

Posses: The Boogieman attempts to posses a creature that is below half in its hit points. They must succeed on a DC 18 Constitution saving throw or be under the control of the Boogieman for the duration of the spell. While possessed, bugs skitter across them and they gain the bite action. The possessed can redo the saving throw each time they take damage, ending the effect on a success.

Crawling Terror: The Boogieman brings a swarm of bugs into existence in front of them. The bugs are a 10ft by 10ft area of difficult terrain that deals 1d4 damage to each creature who moves through it or ends their turn there besides the Boogieman. The Boogieman can have up to two of these swarms and the swarms can move 5ft each turn.

Terrorize: The Boogieman cracks at the minds of the frightened. Each person the Boogieman can sense or see who is frightened must succeed on a DC 15 CON saving throw or take 2d8 psychic damage and fall unconscious for 1d4 rounds.

Actions

Swipe: +8 to hit 1d6+5 slashing damage

Bite: +7 to hit 1d4+2 piercing damage and 1d4 necrotic damage

Bonus Actions

Incorporeal: The boogie man can use a bonus action to become ghost-like for the next minute(10 turns). During this time, they can freely move through any solid object unless it is made of silver. They also cannot land physical attacks but can still cast spells. Finally, they get a +3 bonus to AC against weapon attacks unless the weapons have silver on them. They can use this ability twice between short rests.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A cloaked creature walks into the house, horns protruding through the top of the cloak. They flit like a shadow through the silent house, chittering and clicking. Finally, they settle on a target. The last thing they ever saw was a horrific, scuttling visage that seemed to be made of thousands upon thousands of bugs.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: aberration

Habitat: Underdark

itsbattleborn09

Comments

Posts Quoted:
Reply
Clear All Quotes