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black, blob, bogeyman

Dressed in a long dark coat and a tall hat, this lanky, fanged humanoid exudes an almost palpable aura of horror.

Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society’s willingness to do itself harm.

Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims’ growing realization that they are not alone.

The most evil bogeymen are those who abandon the tactic of feeding on one person’s fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father’s work.

Bogeyman CR 10

XP 9,600
NE Medium fey
Init +9; Senses low-light vision; Perception +23; Aura deepest fear (30 ft., DC 25)


AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +15, Will +13
DR 15/cold iron; SR 21


Speed 30 ft.
Melee* 2 claws +13 (1d8+8/19-20)
Special Attacks sneak attack +6d6, striking fear
Spell-Like Abilities (CL 10th; concentration +17)

Constant—detect thoughts, tongues
At will—darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20)
3/day—crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21)
1/day—nightmare (DC 22)


Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
Base Atk +8; CMB +9; CMD 32
Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse
Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Common; tongues


Deepest Fear (Su)

A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.

Striking Fear (Su)

If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any target that has successfully saved against the creature’s fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.

Terrible Rejuvenation (Su)

A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.


Environment any
Organization solitary
Treasure double

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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