Boogey [Archive] - Wizards Community

Post/Author/DateTimePost
nice2meetU

09-22-04, 08:22 PM
Boogey

Boogeys are incorporeal creatures born in places were violance and magic gathered, often battlefields. They hate all magics, that they guilt to created them.
Boogeys are composed of darkness with a more or less humanoid shape, wearing a wide mantle. They are utterly featureless, their legs are not even discernable. Their faces seems covered by a double-sided mask, one side the eyes look sad with a tear beneath, the other one's has more demonic features and looks angry.
Boogeys are unable to see. They hate the living and attack immideatly if they hear one.
Expierenced adventures who encounter boogeys, try to avoid them with spells or abilities, that makes them invisible to boogeys, as Pass without Trace and Silence.

Small Undead (Incorporeal)
HD: 5d12
Init: +4
Speed: fly 40 ft. (perfect)
AC: 18 (+4 Dex, +1 size, +3 deflection (Cha))
Attacks: Incorporeal touch + 7
Damage: Incorporeal touch: Boogey's touch
Face/Reach: 5 ft. by 5 ft./5ft.
Special attacks: Boogey's touch, "I heared a spell!"
Special Qualities: Blind, boogey's luck, cheat, daylight powerlessness, heighten senses, incorporeal, scent, spell resistance 16 (HD + 11), turn resistance +4, two-faces, uncanny dodge, undead, unnatural aura
Abilities: Str -, Dex 18, Con -, Int 14, Wis 14, Cha 16
Skills: Hide + 20, Intimidate +19, Listen +20, Move Silently +20, Spellcraft + 15, Sleight of Hand (Pick Pocket) +12 and Survival (Wilderness Lore) + 10/18
A boogey receives a +8 racial bonus to Hide, Intimidate, Listen, Move Silently and Survival (when tracking by scent). Their hatred towards magics results in a +4 racial bonus to spellcraft checks (most boogeys heared a lot spells, and they don't suffer any penalties from being unable to see material component or somatics). If a caster casts a spell without vocal component and is within the radius of unnatural aura (60 ft.), a boogey may check, if he is able to discern the spell, determine the DC as if he could see (he suffers no penalty for being unable to see somatics and components). If he succeeds, he knows, where the caster is, but doesn't get a "I heared a spell!" attempt.
Feats: Alertness, Blind-fight, Combat Reflexes, Improved Initiative
Boogeys receive Alertness and Blind-Fight as bonus feats.
Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always CE
Advancement: 6-15 (medium-sized)

Blind: A boogey is unable to see anything.
Boogey's touch: A boogy rolls 2d6 for damage. This damage consists of a disruptive force, that deals at least half normal damage (round down) to all, if it should be reduced by any means.
If a boogey rolls a pair with his boogey's touch ability, he rerolls and add the total together. This may occur multiple times. E.g. if a boogy rolls 2 and 2, rerolls 3 and 3 and then rolls 4 and 5 he does 19 damage.
If a boogey rolls 2 and 1 (snake eyes and sissies, cry this out loud with a sad voice), he does no damage at all, even after pairs.
If a boogey rolls double six (sixes, cry this out loud, nearly cheering), reroll normally but snake eyes and sissies still apply. The opponent makes a Fortitude save against DC 10 + half damage rolled, not actual damage, just all eyes divided by 2 (round down), or instantly falls prone to the ground at -10 HP (even constructs, undead or other non-constitution-creatures, incorporeal e.g. crumble to dust). If he saves successfully, normal damge still occurs.
Boogey's luck: A boogy may reroll any roll once per round. If he attempts to reroll a damage roll, restart the roll from the beginning (from 0 base damage).
Cheat: If the opponent doesn't succeeeds at a Reflex save against DC: 10 + Boogey's sleight of hand(/pick pocket) the boogy may alter one dice of the boogey's touch by one eye (this may cause a pair or snake eyes and sissies, or aborting it). Cheat is a swift action.
Daylight Powerlessness: Boogeys are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Heighten senses: If a boogey hears any opponent, he does not suffer the miss-chance from being unable to see his opponent. If he scents an opponent, he still suffers a miss chance if he is not within 5 ft.. Boogeys are further able to sense etheral beings in 30 ft. range. A boogey always listens as if he took 10 on the check. If an opponent is tricky and stops fighting a boogey and moves aways silently, the boogey cannot discern its current position, except it scents for it. Any attack action makes sound and the listen DC is 0.
"I heared a spell!": Boogeys hate spells and their casters. If any caster in aura-radius performs a spell or spell-like ability with a vocal-component, the boogey makes a spellcraft-check as a free action. If he succeeds to identify the spell, he my charge at the opponent as a swift action. If a boogey uses this ability, prior to his attack roll, his two-faces change to angry face.
Two-faces: A boogey has two faces, a sad and an angry one. If the sad one is active, a boogy receives half damage (rounded down) from any sources, if the angry one is active, it deals double damage. Changing faces is a swift action.
Unnatural Aura: Boogey's are shrouded in a unnatural aura of death and evil. Both wild and domesticated animal cannot willingly approach a boogy closer than 60 ft.. If they are in that range, they get panicked. Mundane food and water brought into the aura's range of effect spoils. Within 30 ft. it also ruins holy water. Further within 15 ft. Magical potions, oils and ointments receive a will save (DC: 15 (10 + 1/2 HD + Cha mod)), or spoil. If they succeed, they cannot be affected for 1 day from the same boogey's aura.

Boogeys during Daylight and Antimagic field: A boogey in daylight or any other condition, that supresses his supernatural powers, causes him to shift fully into the etheral plane, where he falls inactive, until able to revert to the material plane. Etheral boogeys are invisible in the etheral plane, as long as they have no materialised part in the material plane.

Greater boogey (template)

Creation: Greater boogey is a template that may be added to any boogey with at least 10 HD.
Fly speed increases to 50 ft.
AC: Increases according to Dex. and Cha. changes (+1,+2)
Special Attacks: Drain
Special Qualities: Two-faces is superseded by blue-face, curse-wave, darkness, random turning
Blue-face: A boogey receives half damage from any source and deals double damage.
Curse-wave: As a full-round action, a boogey emits a wave of darkness. This energy works exactly like the Bestow Curse spell, except that its range changes to 30 ft. spread that emanates from the boogey. The Will save DC to resist is 10 + 1/2 HD + Cha. mod.
Darkness: A boogey may use Darkness as a spell-like ability at will. The darkness is centered on him.
Drain: As a swift action, a boogey may heal half the damage he dealt with boogey's touch.
Random Turning: Roll each turn/rebuke-attempt a d10:
1-4: Boogey is immune to turning
5-8: Boogey is turned normally (+4 turn resistance)
9-0: Boogey is treated as if he has half his effective HD (HD +4 turn resistance = effective HD) towards the attempt, but this doesn't changes the HD to determine to destroy or command a boogey (they remain at HD +4).
Abilities: Dex +2, Wis +2,Cha +4.
CR: +3

If i got 3.5 right, there is only 1 swift action per round. If i got it wrong, or you are playing 3.0, all abilities that are noted as a swift action, are pooled, and one of them is usable once per round.

Good night so far

I ain't no working man, I use up all I can, I got the devil's hand
rollin' sixes
I am the habbit man, I use up all I can, I got the slacker's hand
Marilyn Manson - Snake Eyes and Sissies
malykoth

09-22-04, 08:54 PM
While there are certainly a lot of interesting ideas here, I feel that it may be a bit overpowered. Getting to reroll any one roll every round? Immune to turning? "Disruptive" force that get's past all energy resistance? Takes 1/2 damage OR deals double? The destruction of holy water and potions is also too much, IMO.

The mechanics of Boogey's Touch is rather clever, but a bit complicated and possibly overpowered. I'm not entirely sure about that though...like I said, it's complicated. Cheat doesn't help the confusion! None the less, it's creative and I like it.

One question...what exactly is a "swift" action?

Ah...I suspect you mean quickened action, right?
malykoth

09-22-04, 08:59 PM
How's about giving it a few more negative effects that could randomly pop up. For example, you say it's immune to turning. Well, how about on any given day/hour/round (your choice), you roll a die: 1-40% equals immunity to turning, 41-80% equals a normal turning chance, and 81-00% equals double damage from turning...that'll put the 'sad' face in charge for a while! It's still an advantage, as it's still twice as likely to be immue as it is to be specially vulnerable.
nice2meetU

09-23-04, 09:23 AM
swift action is a free action, but a swift action is limited to one use per round. so he cannot use/activate all abilities in the same round. for example, if the boogey uses "I heared a spell!" he couldnt use two-faces to change his current face in that round. it is comparable to a quickened action in 3.0, since u may only perform one per round.

i was thinking to alter the angry face into sth less "havoc", like an altered rage, that increases dexterity and gives him an extra attack. i just realized, i forgot to erase that he gets an extra attack :rolleyes: , then that face is really overpowered.

your turning idea is quite cool, i think i add daylight powerlessness and changed the immunity to a +4 resistance (thats easier, not more complications :) ).

i reduced his unreduceable damage half(thus if he strikes damage reduction 10/- and deals 8 damage as a result, he still does 4) and i reduced the DC of sixes to half damage dealt.
malykoth

09-23-04, 01:03 PM
I see...but you understand that the problem with giving it "all or nothing" powers is that for a suitable encounter, you have to make it during their "all" phase, so to speak. It really isn't much of a drawback to make it powerless in daylight if 90% of the encouters with it happen during the night. If it is a sensible creature, it will certainly hide during the day...I know I would if I was extremely powerful at night and pathetic during the day.

Also, I'm really bad at judging CR's, but this creature has 5 HD plus a lot of very powerful abilities...is a CR of 6 correct?
nice2meetU

09-23-04, 02:34 PM
It feels good to me the way he is now. i compared him mainly to the spectre, shadow and wraith who fights mainly with nergy drain (and causes 2 lvl loss). with the daylight powerlessness the requirements for spells that deal bonus damage to daylight-affected creatures are met and some of its features are just to reduce the blindness penalty. ok, the touch is kinda havoc, and i like it that way. at least im convinced by u to alter cr to 7 :D , its really a handy undead.
i adopted ur random turning resistance at the greater boogy template. thats a real amazing idea.
nice2meetU

09-23-04, 07:33 PM
Thanks for your input so far, i guess u like it the new way

juhu, i got my title finally... im off to drink a lot :D