Nice one. I like this very much.danbuter wrote:Jack O’Lantern
Armor Class: 17
Hit Dice: 3*
No. of Attacks: 1 fire attack
Damage: 2d6
Movement: 20’ Fly
No. Appearing: 1d6
Save As: Magic-User 3
Morale: 9
Treasure Type: U
XP: 175
Jack O’Lanterns are evil, magical creatures. They may be constructs or a type of faerie. They are sentient pumpkins. They look like a normal jack o’lantern but they can fly. Their face is quite expressive, and they often laugh as they kill their victims.
Jack O’Lanterns are immune to poison, charm, and sleep affects. They take double damage from water and air-based attacks. If their candle is snuffed, they become dormant. Lighting a candle in a Jack O’Lantern will bring it back to life.
Jack O’Lantern’s can shoot fire from their mouths. This fire fills a cone five feet out from the creature. Anyone caught in the blaze suffers 2d6 fire damage. A successful Save vs. Spells allows the victim to suffer only half damage.
You might consider making a spell to create such things... perhaps consider it to be a necromantic type spell. I am thinking something like:
MU 3, Necromancer 3
The use of this spell binds a malevolent spirit into a pumpkin or similar gourd-type vegetable, creating a Jack O'Lantern monster (per monster description). The Jack O'Lantern will serve the caster for a number of days equal to his or her level, then becoming free-willed and departs. The free-willed Jack O'Lanterns typically remain in the vicinity of its pumpkin patch (within 1 mile or so) and they tend to congregate into groups over time. If one Jack O'Lantern's candle is extinguished, another will use its turn to re-light it.
In order to cast the spell, the MU must have a pumpkin or gourd of the appropriate size and a special candle costing 100 gp. While the spell's control is active, the Jack O'Lantern will follow the spell caster's directions to the best of its ability, having some intelligence to make decisions for the best course of action to accomplish its goals. Each will have a unique 'face' and may have particular personalities in role-play situations.
