I used the #Pathfinder1e #redkind as the base creature on which I built this back-conversion of the Pathfinder2e #bogey, but it still has some redkind abilities I thought were cool for the bogey, so it’s not an exact conversion. Notably it has the redkind’s situational blindness and twisted shadows abilities, as well as some of the redkind’s spell-like abilities. It’s also got some tweaks I made to my #P1e #bogeyman as well, specifically unspoken name as a constant spell-like ability. The creature is intended to replace the redkind at my own table in my #Ustalav campaign so the overlap in special abilities is a non-issue for my use.

You’ll note that it can hear “a personal name” and “bogeyman” but not “bogey” with its unspoken name constant spell-like ability. This is intentional, as I thought it should only be able to hear mention of the final form, not just the creature it is, though it can hear its own name if spoken. This also might help the bogey locate a bogeyman if someone is talking about one and it is not already in the company of one.

It has the devour soul ability of the Pathfinder2e bogey. I also gave my Pathfinder1e bogeyman the devour soul ability of the Pathfinder2e bogeyman, as this gives mechanics to a concept that was only hinted at in the P1e bogeyman lore. I haven’t statted a bugaboo yet, though it’s mentioned in the stat-block below. I’m not sure if I will stat one. If I do, it will just be a bogey increased to medium with increased sneak attack dice, and more hit dice, falling roughly halfway between a bogey and a bogeyman.

In places a superscript V (V) appears. This is my notation of a variant ability I’m giving the creature. It’s essentially meaningless in this context, but makes sense when compared with my bogeyman and the standard redkind. I left it in anyway. The sources listed in the stat block are for the P1e redkind and the P2e bogey, as listed on aonPRD.

Bogey CR 3
XP 800
Source Taldor, The First Empire, page 62, Pathfinder #152: Legacy of the Lost God, page 78
NE Small fey
Init +4; Senses low‑light vision, unspoken name; Perception +7
Aura twisted shadows (30 ft., DC 14)
DEFENSE
AC 18, touch 18, flat‑footed 13 (+2 deflection, +4 Dex, +1 dodge, +1 size)
hp 27 (5 HD; 5d6+10)
Fort +5, Ref +8, Will +3
DR 5/cold iron; SR 14
Weaknesses situational blindness
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d4)
Special Attacks devour soulV, sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +7)
Constant—unspoken nameV (a personal name, “bogeyman”)
At‑will—darkness, detect thoughts (DC 13), ghost sound (DC 12), knockV, lullaby (DC 12), messageV
1/day—gaseous form, minor image (DC 14)
STATISTICS
Str 10 (+0), Dex 19 (+4), Con 14 (+2), Int 10 (+0), Wis 9 (‑1), Cha 15 (+2)
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Great Fortitude, Weapon Finesse
Skills Disable Device +9, Escape Artist +12, Intimidate +9, Perception +7, Sense Motive +7, Stealth +16 (+20 in darkness); Racial modifiers +2 Intimidate, +4 Stealth in darkness
Languages Aklo, Sylvan
ECOLOGY
Environment any
Organization solitary, pairV (bogeyman and bogey), or gaggleV (2‑5 bogeys, plus 1 bogeyman)
Treasure standard
SPECIAL ABILITIES
Devour Soul (Su) When a bogey is adjacent to a creature he has killed within the last round, the bogey can consume the creature’s soul. Consuming the soul is a full‑round action. The soul is utterly destroyed—nothing short of a miracle, wish, or a similar effect can restore it to life, and only after the bogey has been slain. The bogey regains hit points equal to double the hit dice of the consumed creature. After devouring three souls within a year, the bogey transforms into a bugaboo.
Situational Blindness (Su) Bogeys have trouble targeting creatures who can’t see them. Any creature that can’t see a bogey (such as by closing its own eyes) gains partial concealment from it. Any creature that covers itself entirely (such as by hiding under a blanket) gains full concealment, even if the creature would not otherwise be considered hidden.
Twisted Shadows (Su) In areas of dim illumination or darker, a bogey’s presence animates the shadows within 30 feet of it into leering or wicked shapes. The first time a creature ends its turn within this aura, it must succeed at a DC 14 Will saving throw 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 same bogey’s twisted shadows for 24 hours. This is a fear effect. The save DC is Charisma‑based.

@munroe@dice.camp