b'Bogeyman \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  169 (22d8 + 44)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  23 (+6)  CON:  14 (+2)  INT:  15 (+2)  WIS:  18 (+4)  CHA:  27 (+8)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  + 10,  Wis  +8,  Cha  +12  Skills   Arcana  +10,  Deception  +12,  Insight  + 8, Intimidate +16,  Perception  +12,  Sleight of Hand  +14,  Stealth  +14  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  60 ft. (can see in magical  darkness ), passive  Perception  21  Languages  Aklo, Common,  tongues   Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Deepest Dread . A bogeyman is cloaked in a 30-foot aura of dread. This aura manifests as a shifting haze of images that reflect the viewer\xe2\x80\x99s deepest fears. Each round an opponent ends its turn within the aura, it must succeed at a DC 22  Wisdom  saving throw or become  frightened  for 1 minute and can repeat the saving throw at the end of each of its turns. Once per day, the bogeyman can spend an action to remove the immunity to  fear  from any creature within its aura. At that time, every creature within the aura must make a saving throw against its effects, with creatures that did not previously have immunity making this saving throw with disadvantage. \n'b'  Dread Strike . A bogeyman has advantage to  attack  a creature that is  frightened . \n'b'  Innate Spellcasting : The bogeyman\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : cause  fear ,  detect thoughts ,  darkness ,  invisibility ,  minor illusion ,  tongues  \n'b'  3/day each :  hold monster ,  phantasmal killer  \n'b'  1/day :  dream  \n'b'\n'b'  Magic Resistance . The bogeyman has advantage on saving throws against spells or other magical effects. \n'b'  Sneak Attack (1/Turn) . The bogeyman deals an extra 21 (6d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the bogeyman that isn\xe2\x80\x99t  incapacitated  and the bogeyman doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Terrible Rejuvenation . A bogeyman regains 10  Hit Points  at the start of its turn while any creature within its deepest  fear  aura is suffering from a  fear  effect, including any  fear  effect created by the aura itself. If it is destroyed while within 30 feet of a  frightened  creature, the bogeyman reappears after 3d4 days, fully healed on the Material Plane within a 1 mile radius of the place where it was destroyed. It also has an obsession for revenge against those who previously destroyed it. While a destroyed bogeyman is reforming, any time a creature sleeps that was present at the bogeyman\xe2\x80\x99s destruction sleeps in the Material Plane, it must make a DC 22  Wisdom  saving or suffer the effects of a  dream  spell (with the monstrous messenger). Once the bogeyman is reformed, it can choose to reappear within a 30-foot radius of a creature suffering from the  dream  spell if that creature failed its saving throw. The rejuvenation of a destroyed bogeyman can be prevented if  dispel  evil is cast at the place on the Plane of  Shadow  that corresponds to the place at which the bogeyman was destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The bogeyman makes two claw attacks \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) slashing damage and 10 (3d6) necrotic damage. A critical hit from a bogeyman\xe2\x80\x99s claw forces any target that has successfully saved against the creature\xe2\x80\x99s deepest dread aura to make another  Wisdom  saving throw against its effects. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bogeyman can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The bogeyman regains spent Legendary Actions at the start of its turn. \n'b'\n'b'  Abduct . The bogeyman can attempt to initiate a grapple contest with an adjacent target. If it succeeds, it can move up to its full speed along with the creature that it is grappling. \n'b'  Claw . The bogeyman makes a claw attack. \n'b'  Spellcasting (Costs 2 Actions) . The bogeyman casts a spell. \n'b'\n'b' ABOUT \n'b' Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. \n'b' Others see bogeymen as supernatural manifestations of society\xe2\x80\x99s willingness to do itself harm. \n'b' Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their  minor illusion  power 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\xe2\x80\x99 growing realization that they are not alone. \n'b' The most evil bogeymen are those who abandon the tactic of feeding on one person\xe2\x80\x99s 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\xe2\x80\x99s work.'