Boogeymen are amalgam, psychic entities composed of childhood fears. They take the appearance of whatever the child fears most, but can manifest in a variety of ways. Their most common appearance is that of a creepy toy, be it a clown, an action figure, or a puppet.
Boogeymen can move quickly and easily between closets and under beds within one mile of each other, making them particularly difficult to catch. Their victims are often children, although they have been known to snatch adults who insist on rooting around in closets looking for them.
Defeating a boogeyman involves destroying the childhood fears that haunt its chosen victim. This is sometimes harder than it might seem, because the object in question may no longer exist and may have to be recreated. The damage inflicted on the boogeyman is telling, and destroying all of the objects that the child fears (up to five) will most certainly kill it.
Boogeyman (CR 3, HD 3d6+6)
CE Medium Fey
Init +5 Spd 30 or Fly, Average 30
Senses Low-light Vision (Ex); | Listen +6, Spot +3
AC 15 (FF 14, Touch 11)
hp 16 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +5, Ref +4, Will +6
Immunity: Fear (Ex), Vulnerability: Special (Ex), Fast Healing (Ex): 5, Immunity: Disease (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Necromancy (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex)
Atk +3 base melee, +2 base ranged; Grapple +3;
+3 Melee (2 Claw 1d4+2/crit 20/x2);
SA: Fear Aura (Su) , Chosen Victim (Ex) , Terrify (Su)
SQ: Selective Invisibility (Su), Closet Stride (Su)
Abilities STR 15, DEX 13, CON 14, INT 12, WIS 16, CHA 17
Feats: Great Fortitude, Improved Damage Threshold, Improved Initiative, Renown, Simple Weapon Proficiency.
Skills: Bluff + 6, Climb + 4, Disguise + 5, Escape Artist + 2, Hide + 4, Intimidate + 9, Knowledge (Behavioral Sciences) + 6, Listen + 6, Move Silently + 5, Search + 3, Sense Motive + 4.
Chosen Victim (Ex): A boogeyman can feed on the terror of only one individual at a time. Once it chooses its victim, it can choose another only upon the death of the previous victim or by making a successful Will save (DC 25).
Fear Aura (Su): A boogeyman projects a frightful aura that affects all creatures within 30 feet. Creatures in the area that can see the boogeyman must make a Will save (DC 10 + 1/2 the boogeyman’s Hit Dice + its Charisma modifier). Those that fail the save are shaken. The boogeyman’s chosen victim is left cowering instead of shaken. Creatures that successfully save against a boogeyman’s fear aura cannot be affected by that particular boogeyman’s fear aura for 24 hours.
Immune to Fear (Ex): Boogeymen are immune to fear effects.
Selective Invisibility (Su): Once the boogeyman has chosen its victim, only that individual can see it. To everyone else, the creature is invisible, as the invisibility spell (caster level 10th). If the boogeyman attacks anyone, it becomes visible to all viewers until the next sunrise.
Skill Bonuses: A boogeyman gains a +4 species bonus on Intimidate and Sense Motive checks during the night. It loses these bonuses during daylight hours.
Terrify (Su): Once per night as a full-round action, the boogeyman can try to feed upon the fear of its chosen victim. The victim must make a successful Will save (DC 10 + 1/2 the boogeyman’s Hit Dice + its Charisma modifier) or take 1d4 points of Wisdom damage. The boogeyman can attempt to use this ability only if it has already successfully used its fear aura against the target. If this Wisdom damage would cause the chosen victim’s Wisdom score to fall below 0, the victim must make another Will save. Success leaves the victim’s Wisdom score at 0; failure means the victim dies on the spot.
Vulnerability (Ex): Each boogeyman has a specific irrational weakness that varies with the individual. For each boogeyman, roll on Table: Sources of Weakness. Regardless of its nature, the weakness has overpowering strength (Will save DC 20) and causes the boogeyman to drop dead. On a successful save, the creature takes 3d6+15 points of damage instead.
Closet Stride (Su): Boogeymen can enter closets and under beds and move from one to another. The first closet or bed it enters and must in the dark, and must have enough room to fit a medium humanoid. By moving into closet (for example), the boogeyman instantly knows the location of all other closets and beds within 3,000 feet and may choose whether it wants to pass into one or simply step back out of the closet it moved into. The boogeyman may move into a closet/bed up to one time per hit die (passing from one closet/bed to another counts only as moving into one closet/bed). Each transport is a full-round action. This portal remains open for one full round after, so it is possible for others to enter after the boogeyman without any control as to where the portal ends up.
For more information, see my review of the movie.