|Douglas Muir 406|
Yes, a bogeyman. You know, the monster from Bestiary 3? That guy.
NPC seed: some eccentric fey ruler back in the First World decided it would be funny to have a bogeyman as executioner and enforcer. It's not clear whether she made Carl, or found him, or somehow shaped him from an ordinary bogeyman -- but anyway, eventually her rule ended, and now Carl is a free agent.
Personality: Carl is a bogeyman, so he's all about terrifying people, but he's not really interested in hiding in closets. No, he likes the raw terror of combat. Carl likes hurting people, letting them run away and think they've escaped, and then hurting them again. Against powerful opponents, he enjoys fighting with his axe; against weaker ones (or spellcasters), he prefers sneaking up and then using his grappling and Strangle feats.
NE Bogeyman / Fighter 4
Init +10; Senses low-light vision; Perception +26
Aura deepest fear (30 ft., DC 26)
AC 29, touch 24, flat-footed 22 (+5 armor, +7 deflection, +6 Dex, +1 dodge)
hp 161 (17d6+4d10+84); terrible rejuvenation 5
Fort +16, Ref +18, Will +14
DR 15/cold iron; SR 21
Speed 30 ft.
Melee +1 keen battleaxe +19/+14/+8 (d18+11, 19-20 x3) and 1 claw +17(1d8+3, 19-20) and one bite +17 (d6+3, 5x/day)
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 18), invisibility, suggestion (DC 21)
3/day—crushing despair (DC 22), hold person (DC 21), quickened phantasmal killer (DC 22)
1/day—nightmare (DC 23)
Str 16, Dex 23, Con 18, Int 15, Wis 14, Cha 27
Base Atk +12; CMB +15; CMD 39
Feats Dodge, Great Fortitude, Greater Grapple, Improved Critical (claw), Improved Grapple, Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Strangler, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (axe), Weapon Mastery (axe)
Skills Acrobatics +7, Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +20, Intimidate +28, Knowledge (local) +16, Perception +26, Sense Motive +22, Spellcraft +12, Stealth +40; 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.
Gear: Carl has gathered a bit of equipment and treasure: a +1 keen cold iron battleaxe (which he is inordinately fond of), +1 black spiked chain mail, a Cloak of Fangs (like a cloak of resistance, but gives a bite attack 5x/day) and two potions of Haste.
Appearance: Carl isn't the usual emaciated, needle-toothed bogeyman. No, he's burly and solid, with long greasy hair and a massive black beard. The visual here is Boris the Animal from Men in Black III. (Not a great movie, but watchable for Josh Brolin doing young Tommy Lee Jones and Jemaine Clement's Boris...) At a casual glance he could appear like a rather ragged human, perhaps some sort of barbarian. Closer examination will show that he's no normal humanoid, but it takes a DC 22 Knowledge (Nature) check to spot him as a fey and DC 27 to realize he's a bogeyman. (Note that his ability to go gaseous may lead some to mistake him for a vampire. Carl thinks this is hilarious, and may use Bluff to play it up.)
Tactics: Carl likes terrifying people, and he has absolutely no concept of a fair fight. He enjoys using his sky-high stealth and at-will SLAs to make sure he can gain sneak attacks. (It's damnably hard to ward against an enemy who has +40 Stealth before using invisibility or gaseous form). Enemies who insist on attacking from a distance, or who seem dangerous in melee, get targeted by his phantasmal killers. (Note that he can throw a phantasmal killer while fighting or grappling.) Hacking enemies to pieces, strangling them, frightening them to death with spells... it's all good. He's equally happy doing hit-and-run guerrilla attacks or charging in roaring and waving his axe; as long as his opponents are feeling the fear, the /terror/, he's happy.
Just don't ask him to go hide in some little kid's closet. He's done with that.
|Douglas Muir 406|
@Bart, this guy is nominally CR 12, but if played thoughtfully he could give a party of 10th level characters some serious problems. Especially if he's in familiar terrain and/or has allies.
@Zenith, Shatter Defenses is a great feat, but OTOH it requires Dazzling Display. That means giving up two feats. Also, there's that whole annoying "shaken from being Intimidated doesn't stack with other sorts of shaken" thing. Since he forces everyone within 30' to make a DC 26 Will save or be shaken anyway, that makes Intimidate kinda superfluous. (More's the pity, since it's pleasantly flavorful.)