Boogyman ground combat is a bit hit or miss. Since they fly and have high camo it is very hard to keep the usual sweep and clear going. They can just fly above spotting range and then come back down behind your line of sight.
They also always have multiple weapons and well the AI has no concept about selecting the most effective one. There voodoo attack swings around 40-60 stun, ignores armor and gets stronger the longer the map lasts. But they could just pick to use claws which are exceptionally weak. Or if the have the bow shoot in melee.
They have a huge potential to be a hard battle but are very impaired by the idiot savant IF, THEN, OR, logic system. You could make the AI do really smart things but not only is it a huge number of nested lines, it makes for too ridged a set of results. You either end up with it always having the perfect answer to any tactical puzzle by brute memory of stuational sets like a chess program or its hilariously exploitable and derpy. Maybe you even end up with both outcomes depending how the code functions.
It's far less of an undertaking and a more repayable and entertaining experience if the AI is marginally compatent, and you only make the action bounds restrict only the most moronic cases. Like don't shoot at accuracy zero targets, or beyond the range where power falloff nulls the weapon.