from Chapter One: Creatures
Tales of blade-wielding bogeymen who stalk and slaughter isolated youths have been part of the world's culture for hundreds of years. From urban legends about "the hook on the door handle" to the lunatics of countless slasher films, these tales reflect humankind's subconscious fear of supernatural retribution for youthful indiscretions.
Despite the fanciful nature of such tales, the bogeyman is decidedly real. A grim, purposeful figure bent on punishing the wicked, this creature haunts the dark woods and back alleys where people gather to pursue illicit activities. When they have completed their lascivious and immoral acts, the bogeyman emerges from hiding to slaughter them, one by one, in a gruesome and horrible fashion. The creature usually leaves the lifeless bodies of its victims grotesquely displayed to warn others that a similar fate awaits them. Most terrifying is the fact that a bogeyman is extremely difficult to kill. Such creatures have been known to survive explosions, electrocution, immersion in freezing water, and even baths in hydrochloric acid.
A bogeyman begins life as a humanoid that feels a certain moral superiority over others. At some point, it becomes consumed with a kind of diabolical might that enables it to exact righteous vengeance according to its own twisted agenda. A bogeyman most often seeks out underage drinkers, recreational drug users, or people who engage in premarital sex for victims.
A bogeyman looks the same as it did when it was a normal humanoid, except for a maniacal gleam in its eyes. Some bogeymen affect unusual clothing, masks, or other accoutrements in keeping with their combat style and need for anonymity.
A bogeyman attacks with slashing weapons and is fearless in combat. No threat to its life holds it back from its self-appointed, grisly tasks.
"Bogeyman" is an acquired template that can be added to any corporeal humanoid (referred to hereafter as the "base creature"). The creature retains its humanoid type. It uses all the base creature's statistics and special abilities except as noted here.
Challenge Rating: Same as base creature +1.
Defense: The base creature's natural armor bonus improves by +3.
Special Qualities: A bogeyman retains all the special qualities of the base creature and gains the additional special qualities described below.
Death's Door (Su): A bogeyman appears to die if reduced to -10 hit points. However, unless it is reduced to its negative Constitution score in hit points, its "death" is only temporary; when the bogeyman's fast healing ability (see below) brings its hit point total to 1 or higher, it springs back to life.
Fast Healing 5 (Su): A bogeyman heals 5 points of damage per round until it is reduced to its negative Constitution score, at which point it dies. This ability does not enable the bogeyman to regrow or reattach severed body parts.
Immunities (Ex): A bogeyman is immune to disease, mind-affecting effects, necromantic effects, paralysis, poison, and sleep. It is not subject to nonlethal damage.
Allegiances: Previous allegiances are lost; Replaced by an allegiance to evil. Changed allegiances might cause the loss of particular class abilities (see Allegiances on page 37 of the d20 Modern Roleplaying Game).
Saves: Same as the base creature, modified by new ability scores.
Ability Scores: A bogeyman gains the following ability score increases: Str +2, Con +4. A bogeyman must have a minimum Constitution score of 11.
Languages: A bogeyman rarely speaks, but it can read, write, and understand whatever languages the base creature could.
Feats: A bogeyman gains Great Fortitude and Improved Damage Threshold as bonus feats, assuming that it meets the prerequisites and the base creature did not already have those feats. A human bogeyman keeps the extra feat it gained as a 1st-level human character.
Advancement: By character class.
Bogeyman Tough Hero 9: CR 10; Medium-size humanoid; HD 9d10+63; hp 112; Mas 33; Init +1; Spd 30 ft.; Defense 19, touch 11, flat-footed 18 (+1 Dex, +3 natural, +5 class); BAB +6; Grap +9; Atk +11 melee (1d8+3 nonlethal, unarmed strike); Full Atk +11 melee (1d8+3 nonlethal, unarmed strike) or +9 melee (by weapon) or +7 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ death's door, fast healing 5, immunities; AL evil; SV Fort +13, Ref +4, Will +5; AP 5; Rep +3; Str 16, Dex 12, Con 24, Int 11, Wis 14, Cha 12.
Occupation: Law Enforcement.
Skills: Hide +7, Intimidate +13, Listen +8, Move Silently +4, Read/Write English, Speak English.
Feats: Archaic Weapons Proficiency, Armor Proficiency (light), Blind-Fight, Brawl, Endurance, Great Fortitude, Improved Brawl, Improved Damage Threshold (x3), Power Attack, Simple Weapons Proficiency Sunder.
Talents: Damage reduction 1/ -- , robust, stamina.
Possessions: Variety of slashing weapons.
Shaped like a bloated starfish, the zeikune has rubbery flesh and floats through the air by means unknown to both magic and science. Although it can fly in any orientation, a zeikune usually flies parallel to the ground, its eye-studded hump protruding from the dorsal side and its sinewy tentacle-mouth extending from the ventral side. The tentacle-mouth is surprisingly mutable and dexterous, capable even of typing on a keyboard or firing a gun.
A zeikune draws sustenance from the internal organs of its slain victims. After using mental blast to stun its intended victim, the zeikune clamps its mouth onto the creature and injects a fluid that begins liquefying the victim's organs. When the process is complete, the zeikune siphons the organ-fluids from the body using its tentacle-mouth before moving on.
For mutual protection, zeikunes will often congregate in small groups called quorums. However, when food is scarce, they typically kill one another fighting over the "scraps."
Improved Grab (Ex): To use this ability, the zeikune must hit an opponent with its bite attack. If it gets a hold, it automatically deals bite damage and liquefaction damage (see below) each round that the hold is maintained. See Special Qualities in Chapter Eight: Friends and Foes in the d20 Modern Roleplaying Game for more information.
Liquefaction (Ex): Once the zeikune gets a hold of its opponent (see Improved Grab above), it begins injecting fluids that dissolve the victim's organs, dealing 1d4 points of Constitution damage per round. If the creature dies or its Constitution score drops to 0 as a result of this process, the creature's organs turn to slush, and the ability damage becomes ability drain. The victim dies, at which point the zeikune can begin sucking the liquefied organs from the creature's body (see Siphon Fluids, below).
Psionics (Sp): At will -- combat precognition (always active), mental blast, object reading; 3/day -- inflict pain, levitate. Manifester level 5th; save DC 10 + zeikune's key ability modifier + power level.
Siphon Fluids (Ex): Once a zeikune liquefies the internal organs of a creature, it can spend a full-round action siphoning the fluids from the dead creature's body, leaving behind a shriveled husk. The fluid not only provides sustenance but also heals the zeikune of 3d6 points of damage and 1d6 points of ability damage (per ability).
Zeikune: CR 4; Medium-size aberration; HD 5d8+5; hp 27; Mas 13; Init +6; Spd fly 40 ft. (perfect); Defense 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 insight); BAB +3; Grap +3; Atk +3 melee (2d4, bite); Full Atk +3 melee (2d4, bite) or +5 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., improved grab, liquefaction, power resistance 17, psionics, siphon fluids; AL none; SV Fort +2, Ref +3, Will +5; AP 0; Rep +0; Str 11, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
Skills: Hide +9, Listen +8, Move Silently +9, Spot +8.
Feats: Improved Initiative, Simple Weapons Proficiency.
Advancement: By character class.
Zeikune Smart Hero 2: CR 6; Medium-size aberration; HD 5d8+5 plus 2d6+2; hp 36; Mas 13; Init +6; Spd fly 40 ft. (perfect); Defense 18, touch 14, flat-footed 16 (+2 Dex, +1 class, +4 natural, +1 insight); BAB +4; Grap +4; Atk +4 melee (2d4, bite) or +6 ranged (2d6, Ruger Service-Six); Full Atk +4 melee (2d4, bite) or +6 ranged (2d6, Ruger Service-Six); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., improved grab, liquefaction, power resistance 17, psionics, siphon fluids; AL none; SV Fort +2, Ref +5, Will +7; AP 1; Rep +1; Str 11, Dex 14, Con 12, Int 14, Wis 12, Cha 16.
Skills: Computer Use +8, Disable Device +6, Hide +11, Listen +10, Move Silently +11, Read/Write English, Repair +5, Research +6, Search +6, Spot +10.
Feats: Improved Initiative, Lightning Reflexes, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talent (Smart Hero): Savant (Computer Use).
Possessions: Ruger Service-Six (.38S revolver).
Menace Manual excerpts