Jack Candle (3.5e Monster)
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|Hit Dice:||2d6 (7 hp)|
|Speed:||fly 20 ft (perfect)|
|Armor Class:||16 (+3 dex, +1 natural, +2 size), touch 14, flat-footed 13|
|Attack:||Slam +6 melee (1d2-4 plus 1 fire, 20/x2)|
|Full Attack:||Slam +6 melee (1d2-4 plus 1 fire, 20/x2)|
|Space/Reach:||2½ ft ft/0 ft|
|Special Qualities:||Candle Body, Frightful Presence, Low-Light Vision|
|Saves:||Fort +0, Ref +6, Will +4|
|Abilities:||Str 2, Dex 16, Con 10, Int 2, Wis 13, Cha 13|
|Skills:||Hide +17, Spot +7|
|Feats:||Weapon FinesseB, Dodge|
|Alignment:||Often Chaotic Neutral|
|Advancement:||3-4 HD (Tiny), 5-6 (Small)|
It appears to be a tiny floating jack-o-lantern. It looks so jovial!
The Jack Candle (not to be confused with Candlejack, whose name should not be ment-
Excuse me, I am the new writer, the last one appears to have been murdered. Where were we? Yes. Not to be confused with that other thing, the Jack Candle is a "Holiday Spirit", one of several fey which were produced as a result of widespread holiday use. This particular holiday spirit is associated with Halloween and appears as a small pumpkin (or rarely a small skull) with a candle lit within its body lighting up its carved face. In spite of appearances it is a fey, not a plant. They are known to be mischievous spirits mostly concerned in scaring young children and pulling pranks.
Jack Candles do not speak but sometimes make laughing noises or the sound of blowing wind and creaking boards. They are effectively animals to the fey, and are little more than pests.
A jack candle is not a strong combatant and preverts to spook away opponents and never be seen directly.
Candle Body (Ex): The jack candle emits light as strong as a candle, and can light itself or snuff its light out as a free action when it needs to hide. The tiny flame applies 1 point of fire damage to all its natural attacks.
Frightful Presence (Su): Jack candles have a weak frightful presence. Whenever it attacks, charges, or flies overhead, creatures within a 20 ft radius must make a Will save or become shaken for 1d4 rounds. A potentially affected creature that succeeds on a Will save (DC 12) remains immune to that jack candle’s frightful presence for 24 hours. Creatures with more than it's HD + 2 are immune to the effect. The saving throw is Charisma based.
Spell-Like Abilities (Sp): 1/day-dancing lights, ghost sound (DC 11). The saving throws are Charisma based.
Jack candles may be used as familiars, in which case it has the alignment of its owner. Jack candles give a +3 bonus on Intimidate checks.
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|Alignment||Often Chaotic Neutral +|
|Benefit||+3 Intimidate +|
|Challenge Rating||1/2 +|
|Identifier||3.5e Monster +|
|Level Adjustment||- +|
|Title||Jack Candle +|