Boogeyman [Archive] - Wizards Community

Post/Author/DateTimePost
DarkerDreams

07-27-05, 07:28 PM
Night Terror
Tiny Undead
Hit Dice: 1d12 (6 hp)
Initiative: +7
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 17 (+3 Dex, +2 deflection, +2 size), touch 17, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Claw -1 (d2-3)
Full Attack: Claw -1 (d2-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Dark Dreams, Spell Like Abilities
Special Qualities: Darkvision 60 ft., light dismissal, +2 turn resistance, undead traits.
Saves: Fort +0, Ref +5, Will +6
Abilities: Str 5, Dex 16, Con —, Int 16, Wis 14, Cha 16
Skills: Concentrate +7, Hide+7, Intimidate +7, Listen +8, Move Silently +7, Search +7, Spot +8.
Feats: Alertness (B), Lightning Reflexes, Iron Will, Improved Initiative(B)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 2-9 (tiny) 10-15 (small) 16–20 HD (Medium)
Level Adjustment: +4

In the darkness your eyes strain to tell reality from illusion, fact from dark fantasy. You spot sitting in the corner a small, rag doll looking creature, its arms and legs are grossly long for its body with clawed fingers. The thing’s eyes glow softly in the gloom, an eerie counterpoint to its matte black body. As you look it smiles, grotesquely deforming its face to reveal white, needle sharp teeth...

Night Terrors are tiny, territorial undead. They will often choose a favorite spot, and any area they can see from that location becomes their “domain,” and any intruders must be driven from it. Intruders are any creature that can not be made to serve the Night Terror. Night Terrors are created through a dark process during which a child is slain by use of the nightmare spell on them every night for at least a week until they die. At midnight at the first new moon after this death a new Night Terror appears in the room where the child died. New Night Terrors are not controlled when created, and rarely remain behind for more than a few moments after creation. While at creation they are driven to find another small child to subject to their Nightmare ability this drive does not persist, and often boogiemen will remain in a place long after all other habitants are gone, usually a quick event after the death of a child and the infestation of a Night Terror.

COMBAT
Light Dismissal (Su): In any light brighter than shadowy a Night Terror becomes incorporeal and is forced onto the ethereal plane. A boogeyman can return to the material plane, and immediately becomes corporeal when it does, but can only do so in areas of shadowy or darker lighting. When transferring state the boogeyman cannot maintain concentration on spells.

Spell Like Abilities (Sp): A boogeyman can use the following spell like abilities as a wizard of 12th level.
At Will: Ghost Sound, Mage Hand, Alarm (silent version only), Silent Image,
3/Day: Unseen Servant, Sleep, Ventriloquism, Cause Fear, Minor Image, Mirror Image
1/Day: Nightmare, Scare, Major Image, Shadow Walk

Dark Dreams (Sp): If a single target fails their save against a Night Terror’s Nightmare spell-like ability for seven nights in a row upon waking after the seventh night they are subject to a Phantasmal Killer spell as cast by a 12th level wizard.

Claim Lair (Sp): Any place a Night Terror sits in material form for more than 8 uninterrupted hours becomes the center of an enlarged desecrate spell as created by a 12th level cleric. While material the Night Terror functions as an altar within this area.


Boogyman
Tiny Undead
Hit Dice: 10d12 (66 hp)
Initiative: +7
Speed: Fly 30 ft. (average) (6 squares)
Armor Class: 17 (+3 Dex, +2 deflection, +2 size), touch 17, flat-footed 14
Base Attack/Grapple: +5/+1
Attack: Claw +10 (d2+sneak attack)
Full Attack: Claw +10 (d2+sneak attack)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Dark dreams, spell like abilities, sneak attack +2d6
Special Qualities: Claim lair, darkvision 60 ft., light dismissal, +2 turn resistance, undead traits, unnatural aura.
Saves: Fort +3, Ref +8, Will +11.
Abilities: Str 10, Dex 16, Con —, Int 16, Wis 14, Cha 18
Skills: Concentrate +17, Hide+16, Intimidate +17, Listen +18, Move Silently +16, Search +16, Spot +18.
Feats: Alertness (B), Combat Reflexes, Lightning Reflexes, Iron Will, Improved Initiative(B) Weapon Finesse.
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral evil
Advancement: 10-15 (tiny), 16-20 (small)
Level Adjustment: +10

Boogymen are small, territorial undead. Closely related to <<>>), they are easily mistaken for the lesser kin which they share many abilities and behaviors with. Though, of the two Night Terrors are vastly less dangerous creatures.
Boogymen are created when a child is subjected to seven nights of Nightmare spells, only to be slain at dawn by a phantasmal killer. Otherwise the creation of Boogymen is identical to that of Night Terrors.

COMBAT
Light Dismissal (Su): In any light brighter than shadowy a Boogyman becomes incorporeal and is forced onto the ethereal plane. A Boogyman can return to the material plane, and immediately becomes corporeal when it does, but can only do so in areas of shadowy or darker lighting. When transferring state the Boogyman cannot maintain concentration on spells.

Spell Like Abilities (Sp): A Boogyman can use the following spell like abilities as a sorcerer of 12th level.
At Will: Ghost Sound, Mage Hand, Alarm (silent version only), Silent Image, Unseen Servant, Sleep, Ventriloquism, Cause Fear, Minor Image, Mirror Image
3/Day: Nightmare, Scare, Major Image, Shadow Walk
1/Week: Phantasmal Killer

Claim Lair (Sp): Any place a Boogyman sits in material form for more than 8 uninterrupted hours becomes the center of an enlarged desecrate spell as created by a 12th level cleric. While material the Boogyman functions as an altar within this area.
Any place where the Boogyman maintains its desecrate effect for more than 1 week without interruption becomes also subject to an enlarged Unhallow spell centered on the same spot.
Any place where the Boogyman maintains its desecrate effect for more than 1 month without interruption becomes also subject to a Guards and Wards spell as long as the Boogyman maintains its area of desecration.

Dark Dreams (Sp): If a single target fails their save against a Boogyman’s Nightmare spell-like ability for seven nights in a row, upon waking after the seventh night they are subject to a Phantasmal Killer spell as cast by a 12th level sorcerer.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Boogyman at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


Spook
Tiny Fey
Hit Dice: 1d6 -3 (3 hp)
Initiative: +9
Speed: 30 ft. (6 squares) Fly 10 ft (average)
Armor Class: 20 (+5 Dex, +3 natural, +2 size), touch 17, flat-footed 15
Base Attack/Grapple: +0/-11
Attack: Dagger +7 (d2-3)
Full Attack: Dagger +7 (d2-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spell Like Abilities
Special Qualities: Lowlight Vision, Darkvision 60’.
Saves: Fort +0, Ref +7, Will +6
Abilities: Str 5, Dex 20, Con 10, Int 12, Wis 14, Cha 16
Skills: Concentrate +4, Hide+9, Intimidate +7, Listen +8, Move Silently +9, Search +7, Spot +8.
Feats: Alertness (B), Combat Reflexes, Iron Will, Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: 2-9 (tiny)
Level Adjustment: +3

Virtually identical to boogiemen in shape and behavior, these fey are a much more common hazard. In actuality they are virtually harmless, seeking to claim areas (and things) based on the reputation of the vastly more hazardous Boogymen and Night Terrors.

COMBAT
Spell Like Abilities (Sp): A spook can use the following spell like abilities as a sorcerer of 8th level.
At Will: Ghost Sound, Mage Hand, Alarm (silent version only), Silent Image,
3/Day: Unseen Servant, Sleep, Ventriloquism, Cause Fear, Minor Image, Mirror Image
1/Day: Major Image, Shadow Walk
wi1dfire_b1ue

07-27-05, 07:39 PM
This is a pretty cool idea. I'd suggest that it's turn resistance takes a hit if it moves outside it's adopted area.
R.M.G.C.L.F.

07-28-05, 08:47 AM
First, I'd definately cut out some of the stronger spell-like abilities, they're disproportionate to their HD.

Secondly, dock the turn resistance. It's a closet monster, a simple scare-causer, it makes sense that it would be vulnerable to divine power from religious authority figures.
DarkerDreams

07-28-05, 06:00 PM
First, I'd definately cut out some of the stronger spell-like abilities, they're disproportionate to their HD.

given that most of the stronger spell like abilities can't cause the characters to harm themselves or others normally (without some serious cleverness)- I don't think it's unbalanced. I believe (please correct me if I'm wrong) the only truely dangerous thing about the creature is Phantasmal Killer- which isn't going to be used every encounter, and given its "recharge time" it is much more likely to be used either as the plot hook or after the party has really mucked up.
I think I'd be more comfortable upping the CR by one or two than removing anything except Persistent Image.

Secondly, dock the turn resistance. It's a closet monster, a simple scare-causer, it makes sense that it would be vulnerable to divine power from religious authority figures.
I agree... I just don't want it obliterated by a 2nd level cleric with a holy symbol. I'm contemplating dropping the turn res to +2 and giving it an ability that says "a successful turning attempt causes a boogyman to act as though exposed to light for the duration of the turning. If the attempt would destroy the boogeyman it is not destroyed by is banaished for XdX days"

I'd suggest that it's turn resistance takes a hit if it moves outside it's adopted area.
hrm... perhaps an ability "any place a boogyman sits for more than 8 uninteruppted hours becomes the center of an enlarged desecrate spell as created by a 12th level cleric. While material the boogyman functions as an alter within this area."
R.M.G.C.L.F.

07-28-05, 07:03 PM
With some monsters you have to consider that the cleric won't even realize it's undead. Does it look particularly undead?

You know, having an actual physical description would help this monster. It also needs more about how it comes into being.

The spell-like abilities are for flavor reasons as well as balance reasons. A creature so small and weak shouldn't have that much varied magical power open to it. It also just seems from a glance that there are many things there redundant, ill-placed or unnecisary.

The assumption that phantasmal killer has been already used isn't enough. An evil cleric controlling one could have it hold off on using the ability until a real threat came along, and anyway the mere assumption that it used it up already isn't enough. Most DMs run monsters fresh. You don't regularly encounter a monster lumbering around weakly at half HP do you? Even if it already used it, kill-spell capacity is just too much for such a weak monster.
DarkerDreams

07-28-05, 11:40 PM
point made, I've tried to work in the previously discussed changes- shift the kill-power into a less trigger happy ability...

and added a second creature to compound the problems ;-)
Callahan

07-29-05, 02:19 AM
I really don’t know about the whole “undead” thing. I feel that Fey would work out a lot better and truer to the concept of the Boogyman.

Think about it, it’s an mischievous spirit that lives in homes and scares children. Works a lot better as a fey when you compare it to other evil or mischievous fey that already exist, such as the Domovoi (a spirit that lives in homes and makes those odd creaking sounds at night).

Undead just doesn’t sit right with the theme.

But if you're just making a little monster that runs around at night, then this is fine.
DarkerDreams

07-29-05, 12:33 PM
I suppose the entire driving question there becomes how benign do you suppose "the boogieman" is?
I could make a fey who's M.O. is similar to these- however the terror that accompanies "the boogieman" seems to indicate a stronger, darker creature...
Venom of the Yuan Ti

07-29-05, 12:40 PM
I cant get diskworld boggey men out of my head, as a rough idea of the differance they would be about size=large, str 24, monsterous humanoids. (ok so they are counted amoungst the undead, but much PTerrian undead is not undead by D&D definition of the term.)
DarkerDreams

07-29-05, 01:48 PM
and then there were three.
R.M.G.C.L.F.

07-29-05, 02:50 PM
I suppose the entire driving question there becomes how benign do you suppose "the boogieman" is?
I could make a fey who's M.O. is similar to these- however the terror that accompanies "the boogieman" seems to indicate a stronger, darker creature...
Fey can still be evil, and just as dark and foul as undead. Fey tend to connect with deep fear in stories, reasons why villaigers are afraid to venture into the woods, stealing souls, abducting infants, etc.
Callahan

07-29-05, 05:46 PM
I suppose the entire driving question there becomes how benign do you suppose "the boogieman" is?
I could make a fey who's M.O. is similar to these- however the terror that accompanies "the boogieman" seems to indicate a stronger, darker creature...
Fey can be extremely evil. As an example there is the Wendigo; an evil spirit that eats people.

And yet Pratchett's Boogymen do belong to the undead club along with werewolves, though the reason for it is that the club has opened up to all supernatural denizens of Ankhmorpork. Though mind you that's not too many members ( a wolf ware, a family of vampires, a boogyman and Reg Shoe <the reason for the lack of members is mainly due to Reg Shoe>).
R.M.G.C.L.F.

07-29-05, 06:15 PM
Actually, the Wendigo itself doesn't eat people, it possesses them and fills them with cannibalistic hunger.
Callahan

07-29-05, 07:04 PM
Actually, the Wendigo itself doesn't eat people, it possesses them and fills them with cannibalistic hunger.
close enough.
DarkerDreams

07-29-05, 07:23 PM
well, I've added a new creature to the first post (a fae called a spook)... and made changes to the original creatures under discussion.

I'm not arguing that fey can't be every bit as nasty- in fact I've got a couple new ideas... I just happened to get to the undead type instead of the fae type when making the original creature.