Armor Class: |
15 |
Hit Dice: |
3* |
No. of Attacks: |
1 breath |
Damage: |
2d6 fire |
Movement: |
20' Fly |
No. Appearing: |
1d6 |
Save As: |
Magic-User: 3 |
Morale: |
9 |
Treasure Type: |
U |
XP: |
175 |
A Jack O’Lanterns is a strange sentient pumpkin (or other such gourds or squash) with a lit candle inside it. That it was created by a mad wizard is obvious. Each individual jack o'lantern has a distinctive personality that is generally mirrored by the expression carved into its face. They are always encountered within a mile or two of the pumpkin patch where they originally grew. When a jack o'lantern is at rest or otherwise inert, it is impossible to tell from a normal fruit, as each can close its carved eyes, mouth, and other apertures and appear entirely ordinary.
A jack o’lantern can project fire from its openings; this breath weapon is in the form of a cone five feet wide at the base with a range of five feet in front of the creature. Anyone caught in the blaze suffers 2d6 points of fire damage; a save vs. Dragon Breath allows the victim to suffer only half damage. Furthermore, they can fly (as the spell, at a rate of 20' per round) at will.
This monster is a construct similar to a golem, and thus is immune to poison, fire, charm, and sleep. It takes double damage from ice or cold. Water or wind-based attacks may snuff the monster's candle, if it fails a saving throw vs. Death Ray. If a jack o'lantern's candle is snuffed, it becomes instantly dormant; re-lighting the candle will restore it to life.