Remove these ads. Join the Worldbuilders Guild
Xanatose (Bugaboo) - CREATURE 7
RARECEMEDIUMNEUTRALEVILFEY

A lanky teenage male with shoulder length brown hair, reflective blue/silver eyes, dressed in black and blue silks of an entertainer with an ill-fitting top hat.
Perception +16
Languages Aklo, Common, Sylvan
Skills Acrobatics +17, Deception +16, Intimidation +16, Stealth +17, Thievery +15

STR +4 , DEX +5 , CON +3 , INT -1 , WIS +2 , CHA +4

AC 26
Saving Throws Fort +13, Ref +19, Will +16
HP115 - Immunities Fear - Weaknesses Cold Iron 6
Speed 30ft
Melee -Claw- [one-action] +17 [+13/+9] (agile, finesse, magical), Damage 2d8+2+6 slashing plus striking fear
Special Abilities -Devour Soul [three-actions] (necromancy, occult) Requirements The bugaboo has killed a creature within the last round and is adjacent to the creature; Effect The bugaboo consumes the creature’s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bugaboo has been slain. The bugaboo regains Hit Points equal to double the level of the consumed creature. After devouring six souls within a year, a bugaboo transforms into a bogeyman.   -Mobility- When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions.   -Sneak Attack- The bugaboo deals 1d6 extra precision damage to flat-footed creatures.   -Striking Fear (emotion, fear, mental) If a bugaboo scores a critical hit with a claw Strike, the target must attempt a DC 26 Will save. Critical Success The target is unaffected. Success The target is frightened 1.Failure The target is frightened 2.Critical Failure The target is frightened 3 and fleeing for 1 round.   -Surprise Attack- On the first round of combat, creatures that haven’t acted yet are flat-footed to the bugaboo.
Spells Occult DC 24 (+4 Dmg)   -3rd: Fear-- Cast [two-actions], Range 30 feet; Targets 1 creature,Defense Will; Duration varies-- You plant fear in the target; it must attempt a Will save.Critical Success- The target is unaffected. Success -The target is frightened 1.Failure -The target is frightened 2.Critical Failure- The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.   3rd Paralyze--Cast [two-actions], Range 30 feet; Targets 1 creature, Defense Will; Duration varies--You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.Critical Success -The target is unaffected. Success The target is stunned 1. Failure. The target is paralyzed for 1 round. Critical Failure -The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.   -2nd: Invisibility-Cast [two-actions], Range -touch; Targets -1 creature, Duration -10 minutes--Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.     2nd Knock-Cast [two-actions], Range 30 feet; Targets 1 door, lock, or container, Duration 1 minute--You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you're untrained.--Knock counteracts lock.   -Cantrips: Ghost Sound- Cast [two-actions], Range 30 feet, Duration sustained-- You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.   -Cantrip: Message-Cast [one-action], Range 120 feet; Targets 1 creature, Duration see below--You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.--Heightened (3rd) The spell's range increases to 500 feet.

Created by

Revenentevil.

System

Pathfinder 2e

Statblock Type

Monster / NPC

Link/Embed