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View Full Version : Pathfinder The Jack of Fears is Near (W.IP.)



TelteWaywalker
2014-08-12, 02:53 AM
Ok, I have no fluff for this guy as yet but I will work on it. And I know that I need to change some of the naming in his abilities and do his saves for his spell-like abilites but other then that I think he is well done.

Jack of Fears
Nightmare Lord Bogeyman
CR 11
XP 9,600
NE Medium fey

Init +12;
Senses darkvision 120, low-light vision feet; Perception +23

Aura deepest fear (30 ft., DC 28), fear (60 ft., DC 28), frightful presence (30 ft., DC 28)
DEFENSE
AC 26, touch 26, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)

hp 93 (17d6+34); terrible rejuvenation 5, regeneration 5 (good spells and weapons, silver)

Fort +9, Ref +18, Will +13

Defensive Abilities illusion resistance, protection from good;DR 15/cold iron, 5/good or silver; SR 21

OFFENSE
Speed 30 ft., fly 10 ft (perfect)

Melee*2 claws +16 (1d8+1/19-20)

Special Attacks night terrors (DC 28), sneak attack +6d6, striking fear, dream slave, nightmare magic

Spell-Like Abilities (CL 17th; concentration +27)
Constant—detect thoughts, protection from good, tongues

At will—darkness, gaseous form, ghost sound (DC 20), invisibility, suggestion (DC 23)

3/day—crushing despair (DC 24), deep slumber, dream, hold person (DC 23), nightmare, plane shift (from the Material Plane to the Dimension of Dreams or back again), quickened phantasmal killer (DC 24), shadow walk

1/day— feeblemind, modify memory, shadow conjuration, shadow evocation
STATISTICS
Str 12, Dex 27, Con 14, Int 19, Wis 16, Cha 31

Base Atk +8; CMB +9; CMD 38

Feats Dodge, Great Fortitude, Improved Critical (claw), Improved Initiative, Mobility, Quicken Spell-Like Ability (phantasmal killer), Skill Focus (Stealth), Spring Attack, Weapon Finesse

Skills Bluff +30, Diplomacy +23, Disable Device +18, Escape Artist +21, Fly +36, Intimidate +35, Knowledge (local) +18, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +42; Racial Modifiers +8 Intimidate, +8 Stealth

Languages Aklo, Common; tongues
SQ feign death (DC 28)

ECOLOGY
Environment any

Organization solitary

Treasure double

SPECIAL ABILITIES
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 28 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 28 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.
Feign Death (Ex)
Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 28) to recognize it is actually alive.
Illusion Resistance (Ex)
A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Regeneration 5 (Ex)
Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature's regeneration to stop functioning for 1 round.
Fear Aura (Su)
All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect.
Frightful Presence (Su)
This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Night Terrors (Su)
Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.
Dream Slave (Su)
Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors.
Nightmare Magic (Su)
The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm) and shadow subschools.