Library / Bestiary

Jack-o'-Lantern

CR 1.00 Plant NE Medium
A carved pumpkin sits atop a writhing mass of thick ropey vines. Sinister flames dance within its leering, crudely carved face.

Jack-o'-lanterns are semi-intelligent plant creatures spawned by fell magic and driven to burn and consume living flesh. Though they are mobile, jack-o'-lanterns prefer to remain in one spot until their food supplies run out. They typically lair within pumpkin patches, where they lie in wait and use their pumpkin form ability to ambush unsuspecting prey.

Jack-o'-lanterns have been known to grow where the corpse of a powerful evil witch or wicked fey was buried, though this form of reproduction sometimes takes decades. Jack-o'-lanterns can also reproduce on their own. Immediately after killing and devouring an intelligent being, a jack-o'-lantern excretes its victim's remains as a smoldering, paste-like slurry that quickly sinks into the ground. One day later, 1d3 fully mature—and ravenous—jack-o'-lanterns emerge from the tainted soil.

STR
15
DEX
7
CON
12
INT
2
WIS
14
CHA
7
HP
11 (2d8+2)
AC
11, touch 8, flat-footed 11 (–2 Dex, +3 natural)
Speed
15 ft.
Init
–2
Melee
bite +3 (1d6+2), slam +3 (1d4+2 plus strangling entangle)
Space
5 ft.
Reach
5 ft. (10 ft. with slam)
BAB
+1
CMB
+3
CMD
11 (can't be tripped)
Fort
+4
Ref
–2
Will
+2
Aura
fear (20 ft., DC 13)

breath weapon (20-ft. cone, 1d10 fire, Reflex DC 12 half, usable every 1d4 rounds)

Explode — One round after a jack-o'-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. Creatures within 10 feet of an exploding jack-o'-lantern must succeed at a DC 12 Reflex save or take 2d6 points of fire damage and be stunned for 1 round. A successful save halves the damage and negates the stun. The save DC is Constitution-based.

Strangling Ensnare — A jack-o'-lantern's slam attack entangles the target in its vines for 2d4 rounds unless the target succeeds at a DC 14 Reflex save. The target can attempt to burst these entangling vines before the duration expires with a successful DC 12 Strength check as a full-round action. While the target is entangled, its vines also grasp at the target's mouth. The target cannot speak or cast spells with verbal components while it is entangled by the jack-o'-lantern. When a creature is entangled by this ability, the jack-o'-lantern loses its slam attack, but it can end this ability as a free action. The save and the burst DCs are Constitution-based.

Pumpkin Form — A jack-o'-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost perfectly with normal pumpkins and take 20 on its Stealth checks to hide in plain sight as a normal pumpkin. While using this ability, a jack-o'-lantern loses its fear aura. A jack-o'-lantern can use this ability as a full-round action and end it as a free action.

Universal Monster Rules

Breath Weapon (20-ft. cone, 1d10 fire, Reflex DC 12 half, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Special Abilities

Explode from text
One round after a jack-o'-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. Creatures within 10 feet of an exploding jack-o'-lantern must succeed at a DC 12 Reflex save or take 2d6 points of fire damage and be stunned for 1 round. A successful save halves the damage and negates the stun. The save DC is Constitution-based.
Pumpkin Form from text
A jack-o'-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost perfectly with normal pumpkins and take 20 on its Stealth checks to hide in plain sight as a normal pumpkin. While using this ability, a jack-o'-lantern loses its fear aura. A jack-o'-lantern can use this ability as a full-round action and end it as a free action.
Strangling Ensnare from text
A jack-o'-lantern's slam attack entangles the target in its vines for 2d4 rounds unless the target succeeds at a DC 14 Reflex save. The target can attempt to burst these entangling vines before the duration expires with a successful DC 12 Strength check as a full-round action. While the target is entangled, its vines also grasp at the target's mouth. The target cannot speak or cast spells with verbal components while it is entangled by the jack-o'-lantern. When a creature is entangled by this ability, the jack-o'-lantern loses its slam attack, but it can end this ability as a free action. The save and the burst DCs are Constitution-based.
Strangling Entangle (slam) from rider

Feats, Traits & Items

Ability Focus (strangling ensnare) from Feat

Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Perception +7

Details
Type
Plant
Alignment
NE
Size
Medium
Environment
temperate forests, hills, or plains (pumpkin patches)
Organization
solitary or patch (2–12)
Treasure
none
Senses
low-light vision, tremorsense 30 ft.; Perception +7
Aura
fear (20 ft., DC 13)
Source
Bestiary 4
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
1 Recognized publisher
  • Uses feat: Ability Focus (Feat)
    Cites Paizo Inc., a publisher in our reference directory. Citation reviewed by a moderator.

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