Jack o the Pumpkin Patch
Diminutive Fey (Incorporeal)
Hit Dice: 1/2d6 (1 hp)
Initiative: +
Speed: Fly 30 ft (perfect)
Armor Class: 17 (+4 size, +2 Dexterity, +1 Deflection), touch 17, flat-footed 15
Base Attack/Grapple: +0/-
Attack: None
Full Attack: None
Space/Reach: 1/10 ft/0 ft
Special Attacks: -
Special Qualities: Natural Invisibility, Phantom Light, Ward Home.
Saves: Fort +0, Ref +4, Will +2
Abilities: Str -, Dex 14, Con 11, Int 6, Wis 11, Cha 12
Skills: Perform (Dance) +4, Profession (Farmer) +1, Knowledge (Nature) +0, Sense Motive +4, Spot +4, Survival +2
Feats: Ability Focus (Ward House)
Environment: Wherever there be pumpkins.
Organization: Family (2 + 0-4 young)
Challenge Rating: -
Treasure: None
Alignment: Always Chaotic Good
Level Adjustment:

A Jack o the Pumpkin Patch appears as an extremely small and fine androgynous humanoid with a sharp pointed chin, small pointed nose, and tall pointed ears. They do not have clothing.

A Jack o the Pumpkin Patch is a diminutive fey which lives in pumpkin fields. Only rarely seen at night when they on occasion dance and play while glowing bright, Jacks o the Pumpkin Patch are friendly if not necessarily sociable fey by nature. Jacks o the Pumpkin Patch most commonly come into contact with humans when a human leave a carved pumpkin with a candle within outside of their home at night along with a saucer of milk. This combination is known to attract Jacks o the Pumpkin Patch which will make their home in the pumpkin so long as they are given milk routinely and provided with a fresh pumpkin before the old one gets too rotten. In return a Jack o the Pumpkin Patch will ward a home that gives them shelter against lesser fiends, evil fey, undead, and black magic.
It is unknown where Jacks o the Pumpkin Patch go in the dead of winter, as they are never seen outside of when pumpkin flowers bloom to when the last pumpkin of the season rots. Perhaps they dwell then within the land of faerie.
Jacks o the Pumpkin Patch speak broken Sylvan sprinkled with emotive sounds, frantic gesticulations, facial expressions, and the occasional hug or literally diving through someone affectionately.

A Jack o the Pumpkin Patch does not fight. If attacked they cry and flee.

Naturally Invisible (Su): A Jack o the Pumpkin Patch is naturally invisible as a Greater Invisibility spell at all times. They may suppress this ability as a standard action or resume it as a free action.

Phantom Light (Su): A Jack o the Pumpkin Patch is able to shed light from their entire body as a torch. They can activate or suppress this ability as a move action.

Ward Home (Su): A Jack o the Pumpkin Patch can ward a family home which provides them with a home of their own. This only applies to a family home and to qualify it must have been lived in by children, must be (near) continuously dwelt in, and must be a single familys domicile. It cannot be a travelers inn, an antisocial hermits hut, a castle, or the house of a crazed wizard and his heavily abused apprentice. This ward covers the house extends 10 ft from the house in all directions.
Undead, evil fey, and evil extraplanar creatures must make a Will save (DC 17; DC is Charisma based, includes +2 from Ability Focus and a +4 racial bonus) or be unable to pass through (this prevents melee attacks as well as movement) and take 4d6 damage. This ward also blocks line of effect for spells, spell-like abilities, or supernatural abilities of such creatures; a creature which is within the ward is unaffected by this.
Incorporeal creatures which fall into those categories which manage to enter a warded home are rendered partially corporeal. They may be damaged by mundane weapons as if they were magic (50% miss chance) and magic ones and spells as if they were ghost touch. Such creatures may not pass through occupied spaces and require a full round action to pass through a solid object.
Evil extraplanar creatures are sickened within the warded area.
This ward lasts as long as the Jack o the Pumpkin Patch lives at the home and for 1 week thereafter, or 3 months if they lived there for at least 2 months. It takes 3 days of habitation for such a ward to form.