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Spring-Heeled Jack

CR 3.00 Fey CE Small HD 4
With jet-black skin and a small but menacing pair of horns, this goateed, impish creature wields a bloody knife and a wicked grin.

This cruel-eyed night terror is infamous for his love of trickery and spontaneous bursts of violence. Spring-Heeled Jack stands about 4 feet tall and weighs about 80 pounds.

Spring-Heeled Jack keeps up a reputation for gruesome killing sprees and tends to flee the crime scene by leaping onto buildings. He subsists on raw animal meat, from deer to house rat to beetle. His knife is often his only company, and after years of self-inflicted solitude Spring-Heeled Jack considers it his best and only friend, and has taken to calling it "Love." The finely wrought knife has no special properties, but is clearly of otherworldly origin and leaves strange scars that are impossible to reproduce.

Chaotic and spontaneous, Spring-Heeled Jack at times lets his prey live to spread his legend. Though he doesn't commit his heinous crimes for notoriety alone, he revels in the reputation he has earned and the fear that registers in people's eyes as he pounces upon them.

It is widely thought that Spring-Heeled Jack was at one point human, but lost his humanity in exchange for fiendish powers. The truth is that "he" is a fey creature—the best known of a race of fey creatures related to quicklings. These fey are fond of traveling to the Material Plane, where their mayhem is more feared and appreciated. To add to the mystery, they all use the same name among mortals and pretend to be the same individual.

HP
26 (4d6+12)
AC
16, touch 16, flat-footed 11 (+5 Dex, +1 size)
Init
+5
Speed
40 ft.
Fort
+3
Ref
+9
Will
+4
BAB
+2
CMB
+3
CMD
18
Melee
mwk dagger +9 (1d3+2/19–20)
Racial Modifiers
+4 Acrobatics when jumping
str
15
+2
dex
21
+5
con
14
+2
int
10
+0
wis
10
+0
cha
13
+1

Weapons: Simple

breath weapon (15-ft. cone, 2d6 fire damage, Reflex DC 14 half, usable every 2d4 rounds)

Frightening Gaze — Any creature within a 10-ft. radius upon whom Spring-Heeled Jack's gaze falls is panicked for 1d6 rounds. A successful DC 13 Will save negates. The save DC is Charisma-based.

Vault — Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.

sneak attack +1d6

Universal Monster Rules

Breath Weapon (15-ft. cone, 2d6 fire damage, Reflex DC 14 half, usable every 2d4 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

Frightening Gaze from text
Any creature within a 10-ft. radius upon whom Spring-Heeled Jack's gaze falls is panicked for 1d6 rounds. A successful DC 13 Will save negates. The save DC is Charisma-based.
Sneak Attack +1d6 from text
Vault from text
Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any combination) as a move action without provoking attacks of opportunity.

Feats, Traits & Items

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +12 (+16 when jumping), Bluff +6, Climb +9, Escape Artist +12, Perception +7, Sleight of Hand +10, Stealth +16

spell-like abilities:
Constant—Feather Fall (DC 12), Constant—Pass Without Trace (DC 12), 1/day—Passwall
Details
Type
Fey
Alignment
CE
Size
Small
Environment
any land
Organization
solitary
Treasure
double (mwk dagger, other treasure)
Senses
low-light vision; Perception +7
Languages
Common, Sylvan
Source
Bestiary 4
Source

Bestiary 4

Attribution

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
5 House/Core
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Feather Fall (Spell) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: Passwall (Spell) — core content under OGL 1.0a
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