Bonhomme sept-heures
“Beware the Curfew Enforcer: Bonhomme Sept-Heures, the Nocturnal Punisher of Naughty Children from Quebec Folklore!”
Appearance: The Bonhommes Sept-Heures appear as shadowy figures, each towering and cloaked in darkness, with glowing eyes that pierce the night. Their forms are indistinct, melding seamlessly with the shadows, lending them an air of supernatural menace.
Behavior: These enigmatic entities patrol the streets in silent procession, their footsteps barely audible as they search for wayward children who defy curfew. Their presence instills a sense of dread in those who dare to linger outside after dark, serving as a constant reminder of the consequences of disobedience.
Habitat: The Bonhommes Sept-Heures are said to haunt the darkest corners of Quebec, particularly areas where children are known to gather after nightfall. They are most active during the witching hour, when the veil between worlds is thinnest and the night is shrouded in mystery.
Modus Operandi: With eerie precision, the Bonhommes Sept-Heures silently stalk their prey, snatching disobedient children from the streets and whisking them away to an unknown fate. Some tales speak of them appearing as benevolent figures, offering to guide lost children home, only to lead them into the clutches of darkness.
Motivation: The Bonhommes Sept-Heures are driven by a sense of duty to maintain order and discipline, ensuring that children adhere to curfews and obey the rules of society. Their actions serve as a chilling reminder of the dangers that lurk in the night, urging children to heed their warnings and stay safely within the confines of their homes after dark.
Bonhomme Sept-Heures 5e
Bonhomme Sept-Heures 3.5 (Homebrew)
Bonhomme Sept-Heures
Medium fey, chaotic neutral
- Armor Class 15 (natural armor)
- Hit Points 85 (10d8 + 40)
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5) |
- Saving Throws Dex +7, Wis +7, Cha +9
- Skills Stealth +7, Perception +7, Intimidation +9
- Senses passive Perception 17
- Languages Common, Sylvan, Abyssal
- Challenge 8 (3,900 XP)
Sunlight Sensitivity. While in sunlight, Bonhomme Sept-Heures has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. Bonhomme Sept-Heures’ innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
- At will: invisibility, pass without trace
- 3/day each: phantasmal killer, polymorph
- 1/day each: dominate person, plane shift (self only)
Ethereal Sight. Bonhomme Sept-Heures can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Bonhomme Sept-Heures can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Child’s Nightmare. Bonhomme Sept-Heures can instill fear in children. Any child that starts its turn within 30 feet of Bonhomme Sept-Heures must make a DC 17 Wisdom saving throw, unless Bonhomme Sept-Heures is incapacitated. On a failed save, the child is frightened until the start of its next turn. If a child’s saving throw is successful, the child is immune to Bonhomme Sept-Heures’ Child’s Nightmare for the next 24 hours.
Actions
Multiattack. Bonhomme Sept-Heures makes two touch attacks.
Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Sand Throw. Bonhomme Sept-Heures throws a handful of sand at one creature he can see within 60 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn.
Child Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Small or smaller creature. Hit: The target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Bonhomme Sept-Heures can’t snatch another target. Bonhomme Sept-Heures has a magical sack where he puts the snatched children.
Once inside the sack, the children are secured and unable to escape due to the sack’s enchantment. The inside of the sack is a confined space that keeps the snatched children restrained. The exact nature of the sack’s enchantment is left to the Dungeon Master’s discretion. It could be that the children are too frightened to attempt escape, or the sack itself may have properties that prevent escape.
Etherealness. Bonhomme Sept-Heures enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Bonhomme sept-heures
Originally Posted by dengarbountyhunter of the Wizards Community forums.
The Bonhomme Sept-Heures is a monster from Québec: when a man had a displaced bone (from cutting wood, or any other hard labour), the bone setter had to come. Setting back the bone was a painful operation and the patient often screamed, which would scare the children a lot. Thus, when the children were not behaving correctly, the parents menaced that the bone setter would come and make them scream. The name ‘bone setter’ slowly changed to ‘bonhomme sept-heures’, or “seven oclock man”. This is why the Bonhomme Sept-Heures is said to come around the houses at seven (it’s dark at this hour during the winter) to capture children who are not in bed.
This giant has a crooked long nose, a spiky ochre beard and a large and shapeless hat. His bulky shape is clad in stinky rags, except for his large hands and feet, bare but covered in long hair. He wears a large sack on his shoulder that could easily hold a child or two.
The Bonhomme Sept-Heures is an evil creature that seeks to capture children to eat them. He comes out at night and stealthily, despite its size, walks around the houses, watching for a small child to capture.
Bonhomme sept-heures | |
Large giant | |
Hit Dice | 12d8+48 (95 hp) |
Initiative | -1 |
Speed | 40 ft. (6 squares) |
Armor Class | 19 (-1 size, -1 Dexterity +10 natural, +1 Padded armor), touch 8, flat-footed 21 |
Base Attack/Grapple | +9/+21 |
Attack | slam +16 melee (1d8+7) |
Full Attack | 2 slams +16 melee (1d8+7) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Improved grab |
Special Qualities | Darkvision 60 ft |
Saves | Fort +12, Ref +3, Will +4 |
Abilities | Strength 25, Dexterity 8, Constitution 19, Intelligence 6, Wisdom 10, Charisma 7 |
Skills | Climb +7, Hide +5, Jump +7, Listen +3, Spot +6 |
Feats | Improved Natural Weapon (slam), Power Attack, Stealthy, Weapon Focus (grapple), Weapon Focus (slam) |
Environment | Plains |
Organization | Solitary |
Challenge Rating | 6 |
Treasure | standard |
Alignment | Always neutral evil |
Combat
The Bonhomme Sept-Heures fights ferociously, trying to capture opponents and put them in his special bag of holding. He prefers to flee from a battle against more dangerous opponents.
Improved Grab (Ex): To use this ability, the Bonhomme Sept-Heures must hit an opponent least one size category smaller than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to put the held creature in his bag of holding with another grapple check.
Bag of holding (Su): The Bonhomme Sept-Heures always carries a large magical sack with him. He never carries possessions in it, only creatures. The bag can hold 4 Medium-sized creatures, 8 Small creatures, 16 Tiny creatures or 32 Diminutive or Fine creatures. The bag is far more resilient than a normal bag of holding. It has an AC of 20, a hardness of 5 and 15 hit points. Also, a captured creature can breathe normally.