Results 1 to 1 of 1
- Join Date
- Apr 2017
- Vancouver <-> Dublin
Jack-O'-Lantern Sorcerer (Monster)
Hit Dice: 6d8+6 (33 hp)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Quarterstaff +4 melee (1d6) or claw +4 melee (1d4)
Full Attack: Quarterstaff +4 melee (1d6) or 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Low-light vision, plant traits, resistance to fire 10
Saves: Fort +6, Ref +3, Will +5
Abilities: Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 16
Skills: Concentration +10, Intimidate +12, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4
Feats: Combat Casting, Extend Spell, Improved Initiative
Environment: Graveyards, haunted farms or forests
Organization: Solitary or harvest (3-5 plus 1 pumpkin king and 10-100 jack-o'lantern patches)
Challenge Rating: 6
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium)
The cultists are bizarre, entirely inhuman creatures. Before your party can even attempt to parley, they launch an assault, cackling with fanatical fervour.
"Death to the mortals! Glory to the Pumpkin King!"
A jack-o'lantern sorcerer is a plant creature that lives only to sow chaos and terror. They have the flaming heads of jack-o'lanterns, wield gnarled staves, and wear dark robes (concealing the vines that make up their bodies). They wreak havoc on their own or in service to a pumpkin king.
A jack-o'-lantern sorcerer speaks Abyssal, Common, Sylvan, and Undercommon.
A jack-o'-lantern sorcerer relies on its spells in combat, warding itself before hurling flame magic. The creature flees a losing battle if alone, but fights to the death in service of a pumpkin king.
An jack-o'-lantern sorcerer casts spells as a 6th-level sorcerer, and can also cast spells from the cleric spell list and the Chaos, Evil, Fire, and Plant domains. The cleric spells and domain spells are considered arcane spells for an jack-o'-lantern sorcerer, meaning that the creature does not need a divine focus to cast them.
Typical Sorcerer Spells Known (6/7/6/4; save DC 13 + spell level)
0th-dancing lights, detect magic, guidance, mage hand, prestidigitation, read magic, resistance
1st-entangle, mage armour, protection from good, shield
2nd-barkskin, produce flame
These creatures have the statistics of shrieker fungi and are dormant during the day, resembling common pumpkin patches (albeit ones that tend to grow in graveyards and haunted woods). At night they animate as patches of semisentient jack-o'-lanterns, that cackle madly to warn jack-o'-lantern sorcerers and pumpkin kings of intruding adventurers.
Last edited by rferries; 2019-12-14 at 11:13 PM.