Spring-Heeled Jack
Description
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.
Combat Stats
- Melee
- mwk dagger +9 (1d3+2/19–20)
- Racial Modifiers
- +4 Acrobatics when jumping
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
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
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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).
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.
Skills
Acrobatics +12 (+16 when jumping), Bluff +6, Climb +9, Escape Artist +12, Perception +7, Sleight of Hand +10, Stealth +16
Spells
- 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