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View Full Version : It's The Oogie Boogie Man [Creature, MitP]



The Demented One
2007-04-05, 12:40 AM
Boogeyman
Medium Outsider (Evil, Extraplanar, Shapechanger)
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +8/+10
Attack: Claw +12 melee (1d4+2)
Full Attack: 2 Claws +12 melee (1d4+2) and Bite +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark terrors, frightful presence
Special Qualities: Change shape, damage reduction 10/magic, fear feeding, hide in plain sight, see in darkness, shadowshift
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 14, Dex 18, Con 14, Int 8, Wis 10, Cha 16
Skills: Bluff +8, Concentration +8, Hide +15, Intimidate +16, Knowledge (The Planes) +6, Listen +10, Move Silently +15, Spot +10, Tumble +10
Feats: Weapon FinesseB, Dodge, Mobility, Spring Attack
Environment: Plane of Shadows
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Evil
Advancement: 9-12 HD (Medium), 13-18 HD (Large), 19-20 HD (Huge)
Level Adjustment: –

Boogeymen are shadowy tricksters, malevolent denizens of the Plane of Shadows that feed on fear. Though they make their home in that shadowy plane, they are most often encountered on the Material Plane. They will try to bring fear into the hearts of as many people as possible, using their shape-shifting prowess, their dark magic, or sheer violence, and feed off of the resulting panic. However, they are not much for actual combat–they prefer to simply cause panic, feed, and flee, without actually fighting their foes. Boogeymen in their natural form appear as humanoid figures formed of wispy shadows, with glowing crimson eyes. However, they make great use of their shapechanging ability, taking on whatever form they think will most frighten their prey.

Dark Terrors (Sp)
A Boogeyman can unleash the horrors that lie within darkness and shadows. Three times per day, a Boogeyman may use deeper darkness as a spell-like ability, caster level 8th, centered on itself. Within the darkness, everything seems eerie and uncanny, and it is much easier to slip into fear. All other creatures within the darkness take a -2 penalty on saves against fear effects.

Frightful Presence (Su)
A Boogeyman can inspire terror by charging or attacking. All creatures within 30 ft. of it must make a DC 17 Will save or become shaken, remaining in that condition as long as they remain with 30 feet of the Boogeyman. The save DC is Charisma-based. Once a creature has successfully saved against a Boogeyman’s frightful presence ability, it is immune to that ability for 24 hours.

Change Shape (Su)
A Boogeyman can assume the form of any Small or Medium animal, humanoid, or monstrous humanoid with 8 or less HD.

Fear Feeding (Su)
A Boogeyman draws strength from the fear of those around him. Each round, a Boogeyman is healed 1 hp for every creature within 30 ft. of it that is shaken, frightened, or panicked. If this healing would increase its hp beyond its normal maximum, it gains the excess as temporary hp. A Boogeyman gets a +2 bonus to Strength for every 10 points of temporary hp it has gained in this way. The temporary hp lasts for 8 hours.

Hide in Plain Sight (Su)
A Boogeyman can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

See In Darkness (Su)
A Boogeyman can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Shadowshift (Su)
Once per day, as a standard action, a Boogeyman can travel to either the Plane of Shadows or the Material Plane. It can bring along only itself and up to 50 lbs. of items.

Icewalker
2007-04-05, 01:51 AM
hehe, nice.

You should add an ability, I know Rakshasha's had it in first edition, don't know if they still do, limited ESP, allowing them to know what the target would find friendly, and then shapeshift into it.

You could do that with fear. limited ESP to determine what they fear the most, then it turns into it, and there is some form of panic or fear.

Lord Iames Osari
2007-04-05, 04:14 PM
Why is Shadowshift only usable 1/day? I would make it at least 2/day.

Matthew
2007-04-06, 06:58 PM
Seems good, but I wonder about the spelling, seems like this should be some kind of Disco Dancing Devil...

Zeta Kai
2007-04-07, 05:52 PM
Yeah, Shadowshift wouldn't be very useful if it's only a one-way trip per day. Other than that, it's good.

Rowanomicon
2007-04-07, 10:40 PM
You should give them Shadow Jump
(http://www.d20srd.org/srd/prestigeClasses/shadowdancer.htm#shadowJump)