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Jack-o'-lantern

These fey creatures appear as road-worn travelers with a coin purse and flask at their belt, carrying a staff bearing a turnip with a glowing, grinning face. When wandering the road at night, should you see a figure holding up a lantern in the distance, take care—it could be a jack-o'-lantern.

Legends say the original Jack of the Lantern was a greedy trickster who fooled a beggar out of his last silver coin. To punish him, an archon cursed the coin so that any who held it would be rooted in place until released by the coin's owner. Luckily for Jack, he already had the coin in his purse and avoided the curse.

When a powerful devil later tried to bargain for Jack's soul, Jack left the shining coin on the table. The greedy devil couldn't resist it and was rooted to the ground for years, causing a bloody revolution in the devil's holdings in Hell.

When Jack died, Heaven refused him on principle, and Hell refused him out of embarrassment, leaving his restless soul to wander. Amused at Jack's antics, the Lantern King placed a speck of his own essence into a carved turnip, offering the implement of power to Jack in return for his eternal service. Ever since, echoes of Jack—jack-o'-lanterns—have roamed the planes at the Lantern King's command, spreading chaos and trickery.

Elite | Normal | Weak
Proficiency without Level

Weak Jack-o'-lanternCreature 8

Rare Medium Fey 
Source Feybound pg. 124
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 29 (includes +5 from Rare) • Fey (Nature)
Perception +19; darkvision
Languages Common, Fey
Skills Deception +18, Diplomacy +18, Intimidation +16, Occultism +16, Religion +12, Stealth +16, Thievery +18
Str +3, Dex +5, Con +2, Int +5, Wis +4, Cha +6
Items lantern staff (as +1 striking staff), coin purse containing 1 sp, flask, flint and steel
AC 25; Fort +13, Ref +19, Will +16
HP 135; Resistances fire 10; Weaknesses cold iron 10
Lantern Allure (aura, light, mental, primal, visual) 60 feet. Any creature in the aura that can see the jack-o'-lantern's lantern staff and is in darkness or dim light must succeed at a DC 26 Will save or be fascinated by the light for 1 minute. Regardless of the result, the creature is then temporarily immune to this aura for 24 hours.Snuffed Out A jack-o'-lantern whose lantern staff is doused with water or otherwise extinguished takes 3d6 persistent mental damage, which they automatically recover from when they reignite their lantern. While the flame is snuffed out, the jack-o'-lantern can't use their lantern fire Strike, and their lantern staff Strike doesn't deal fire damage.
Speed 25 feet
Melee [one-action] lantern staff +17 [+12/+7] (magical, two-hand 1d8), Damage 2d4-2+9 bludgeoning plus 1d8 fireRanged [one-action] lantern fire +17 [+12/+7] (fire, magical, range 60 feet), Damage 2d6-2+6 fireOccult Innate Spells DC 26, attack +18 (-4 dmg); 5th translocate; 4th darkness, fear; 3rd ventriloquism; Cantrips (5th) ignition
Heavy Coin Any creature that accepts or steals the coin from a jack-o’-lantern’s purse must succeed at a DC 28 Will save or be immobilized for 10 minutes. A creature that fails its save can attempt a new Will save every minute and the first time each round that it takes damage. The jack-o’-lantern can Dismiss this effect.Spit Summons [two-actions] (manipulate, primal, summon) Frequency once per day; Requirements The jack-o’-lantern is holding or carrying their flask; Effect The jack-o’-lantern sips from their flask and spits on the ground. The liquor ignites and animates as it leaves their mouth, summoning a living wildfire that also has the fey trait.

Sidebar - Additional Lore Spitfire

Creatures of flame spring up when a jack-o'-lantern spits the contents of their flask on the ground, animated by the trickster's own rejection of a mundane life. This association has led to the oft-repeated fallacy that will-o'-wisps are agents of the Lantern King.

Shelyn's Corner

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