Krishnath
First Post
Hope you like it:
Boogey Man
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +7 (+3 Dex, Improved Initiative.)
Speed: 30'
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: 2 claws +0 melee
Damage: Claw 1d3+Poison
Face/Reach: 5' by 5'/5'
Special Attacks: Rend 1d6+3, Poison, Spell-like Abilities, Fear Aura,
Special Qualities: Low-light vision, darkvision 60', Immunities, Spell-like Abilities, Regeneration: 2, DR 5/+2, Create Spawn, SR 13
Saves: Fort +1, Ref +5, Will +4,
Abilities: Str 10, Dex 17, Con 13, Int 13, Wis 15, Cha 17,
Skills: Bluff +7, Climb +7, Hide +11 (+4), Intimidate +10 (+3), Jump +7, Listen +6, Move Silently +7, Search +5, Spot +6, Swim +6,
Feats: Skill Focus (Intimidate), Improved Initiative,
Climate/Terrain: Any land and underground
Organization: Solitary or Pack (1 Boogey Man and 2-16 Zombies and 1-3 Allips)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral Evil.
Advancement: 2-3HD (Small)
A boogey man, as a small creature that feeds of the fear of children. Although it's not averse to augment it's dietary needs with the flesh of living creatures.
The boogey man's true form is that of a 2' tall humanoid with sharp teeth and pointed features, It skin is usually a pale yellowish brown, and very wrinkled, making the creature look very old. The creatures hair is usually black or white. The creature dresses in the cast-off clothing of children. It eyes are red or yellow, and glow with an unnatural glow. A boogey mans hands are clawed, and covered in a nasty poison.
Boogey men use their spell-like abilities to scare children and adults without showing itself.
Combat:
The Boogey Man uses his spawn combined with his Fear Aura and spell-like abilities to great effect, if forced into melee, he usually uses a Dimension Door to escape.
Poison (Ex): Primary: Hallucinogen, Fortitude save (DC 11) negates or affected as by the Confusion spell cast by a 14th level sorcerer. Secondary: Fortitude save or 1d2 permanent wisdom drain.
Fear Aura (Su): All who comes within 20' of a Boogey Man must make a will save (DC: 13) or be affected as by the Fear spell cast by a 14th level sorcerer.
Immunities (Ex): The Boogey Man is immune against all fear effects, charms, compulsions, patterns, figments, shadows and phantasms. Additionally the Boogey Man is Immune to criticals and cannot be detected by divination spells and effects. The Boogey Man cannot gain negative levels.
Regeneration: (Ex): Fire deals normal damage to a Boogey Man except on a successful save. Blessed and holy weapons deal double damage to a boogey man.
Create Spawn (Su): Any creature killed by a Boogey Mans natural weapons, animates at the next sundown as a zombie under the Boogey Man's control. If the slain creature was an arcane spellcaster, it instead animates as an allip.
Spell-Like Abilities: At will - Prestidigitation, Unseen Servant, Ventriloquism, Cause Fear and Spider Climb; 6/day - Ghoul Touch and Scare; 3/day - Stinking Cloud and Suggestion; 1/day - Bestow Curse and Dimension Door; 1/week - Cloudkill, Dream and Nightmare. These are as the spells cast by a 14th level sorcerer.
Skills: Boogey men may use their dex modifiers rather than their strength modifiers for climb, jump, and swim checks.
Comments are appreciated and welcomed.
Later,
Boogey Man
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +7 (+3 Dex, Improved Initiative.)
Speed: 30'
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: 2 claws +0 melee
Damage: Claw 1d3+Poison
Face/Reach: 5' by 5'/5'
Special Attacks: Rend 1d6+3, Poison, Spell-like Abilities, Fear Aura,
Special Qualities: Low-light vision, darkvision 60', Immunities, Spell-like Abilities, Regeneration: 2, DR 5/+2, Create Spawn, SR 13
Saves: Fort +1, Ref +5, Will +4,
Abilities: Str 10, Dex 17, Con 13, Int 13, Wis 15, Cha 17,
Skills: Bluff +7, Climb +7, Hide +11 (+4), Intimidate +10 (+3), Jump +7, Listen +6, Move Silently +7, Search +5, Spot +6, Swim +6,
Feats: Skill Focus (Intimidate), Improved Initiative,
Climate/Terrain: Any land and underground
Organization: Solitary or Pack (1 Boogey Man and 2-16 Zombies and 1-3 Allips)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral Evil.
Advancement: 2-3HD (Small)
A boogey man, as a small creature that feeds of the fear of children. Although it's not averse to augment it's dietary needs with the flesh of living creatures.
The boogey man's true form is that of a 2' tall humanoid with sharp teeth and pointed features, It skin is usually a pale yellowish brown, and very wrinkled, making the creature look very old. The creatures hair is usually black or white. The creature dresses in the cast-off clothing of children. It eyes are red or yellow, and glow with an unnatural glow. A boogey mans hands are clawed, and covered in a nasty poison.
Boogey men use their spell-like abilities to scare children and adults without showing itself.
Combat:
The Boogey Man uses his spawn combined with his Fear Aura and spell-like abilities to great effect, if forced into melee, he usually uses a Dimension Door to escape.
Poison (Ex): Primary: Hallucinogen, Fortitude save (DC 11) negates or affected as by the Confusion spell cast by a 14th level sorcerer. Secondary: Fortitude save or 1d2 permanent wisdom drain.
Fear Aura (Su): All who comes within 20' of a Boogey Man must make a will save (DC: 13) or be affected as by the Fear spell cast by a 14th level sorcerer.
Immunities (Ex): The Boogey Man is immune against all fear effects, charms, compulsions, patterns, figments, shadows and phantasms. Additionally the Boogey Man is Immune to criticals and cannot be detected by divination spells and effects. The Boogey Man cannot gain negative levels.
Regeneration: (Ex): Fire deals normal damage to a Boogey Man except on a successful save. Blessed and holy weapons deal double damage to a boogey man.
Create Spawn (Su): Any creature killed by a Boogey Mans natural weapons, animates at the next sundown as a zombie under the Boogey Man's control. If the slain creature was an arcane spellcaster, it instead animates as an allip.
Spell-Like Abilities: At will - Prestidigitation, Unseen Servant, Ventriloquism, Cause Fear and Spider Climb; 6/day - Ghoul Touch and Scare; 3/day - Stinking Cloud and Suggestion; 1/day - Bestow Curse and Dimension Door; 1/week - Cloudkill, Dream and Nightmare. These are as the spells cast by a 14th level sorcerer.
Skills: Boogey men may use their dex modifiers rather than their strength modifiers for climb, jump, and swim checks.
Comments are appreciated and welcomed.
Later,