TEXT: Requires the use of the Dungeons & Dragons® Player’s Handbook
  by Patrick Younts
  
  No one is really sure when the first jack
  o’ lanterns were carved, or who came up
  with the idea, but it is believed to be an
  ancient Irish tradition associated with the
  celebration of Samhain. Of course, pump-
  kins weren’t exactly a common vegetable in
  Ireland in those days, so jack o’ lanterns
  were instead carved from rutabagas and
  turnips. It is the pumpkin, though, which has
  become synonymous with jack o’ lanterns
  and an enduring symbol of the unique holi-
  day known as Halloween, and so it is the
  pumpkin which is the star of this source-
  book. 
  What follows is a grab bag of new
  spells, new monsters, new magic
  items and new personalities, all
  themed around the pumpkin,
  and more specifically, the jack
  o’ lantern. You’ll see pumpkins
  that transform into carriages,
  spirit haunted jack o’ lanterns
  who hunt beneath the starless
  night, fairies who wear the heads of
  leering gourds, and Sir Crow, the King
  of Crows, a pumpkin knight who steals
  children from their homes at the behest of
  his master, Old Man Wicker. You’ll even be
  introduced to Jack o’ the Lantern, who in
  real world folklore is the inventor and
  namesake of the jack o’ lantern.   
  As might be expected, the new items,
  monsters, spells and personalities presented
  here are steeped in folklore and fairy tales,
  but that does not mean they have no place
  in a more sword and sorcery oriented cam-
  paign. In fact, their fairytale, folktale flavor
  can serve them in good stead in such
  games, setting them apart from the magics
  and enemies the players have come to
  expect, and making their ethereal strange-
  ness all the more memorable and com-
  pelling. 
  So set out your candles and your carving
  knives, read on, and get ready to puck a few
  choice items from our pumpkin patch.  
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  VISIONS
  Visions is Arcane Runes Press’
  new line of sourcebooks dealing with
  folklore, legend and myth. Each
  sourcebook in the series will present
  fresh new rules, spells, magic items,
  monsters or prestige classes dealing
  with the most compelling elements of
  real world mythology.   
  
  In traditional folklore, the jack o’lantern
  is believed to offer potent defense against
  the ravages of unquiet spirits and wicked
  fairies, and so peasants would place them
  upon their doorsteps, in the hopes that their
  pale, guttering light would frighten away
  the ghosts of the damned, and the terrifying
  kindly folk. 
  In d20 terms, a fey-type creature of neu-
  tral or evil alignment, a ghost, a specter or
  any other neutral or evil, incorporeal
  undead must succeed at a Will save against
  DC 8 in order to come within a 10 ft. radius
  of a lit jack o’ lantern which has been
  placed in front of a door, or window frame.
  Jack o’ lanterns which are held in hand do
  not require the undead to save. 
  The power of a lit jack o’ lantern can
  also be used to aid a cleric, or other charac-
  ter who has the ability to turn undead.
  When held in hand and presented towards a
  ghost, specter, wraith or other incorporeal
  undead spirit, the character gains a +2 cir-
  cumstance bonus to his turn check. A jack
  o’ lantern does not replace a holy symbol
  for the purposes of turning.      
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  Jack o’ Lanterns and Spirits
  Pumpkin Items
  O, fruit loved of boyhood! the old days recalling,
  When wood-grapes were purpling and brown nuts were falling!
  When wild, ugly faces we carved in its skin,
  Glaring out through the dark with a candle within!
  When we laughed round the corn-heap, with hearts all in tune,
  Our chair a broad pumpkin, our lantern the moon,
  Telling tales of the fairy who traveled like steam
  In a pumpkin-shell coach, with two rats for her team!
  – John Greenleaf Whittier, The Pumpkin
  Bag of Seeds
  When found, this quirky wonder
  appears as nothing more than a small,
  burlap bag filled with a score of dried
  pumpkin seeds. Only when a seed is
  plucked from the bag and thrown is its
  power revealed. 
  A bag of seeds has two separate abili-
  ties. If the owner pluck a single seed from
  the bag and throws it, then it grows to
  become a head-sized, flaming jack o’
  lantern, exploding on impact as by the spell
  pumpkin bomb. Alternately, the owner can
  open the bag and scatter two seeds simulta-
  
  neously, to a range of up to 100 ft. + 10 feet
  per the bag’s caster level; one round later,
  enormous pumpkin vines explode out of the
  earth, exactly as by the spell tangle patch.
  The owner can throw any number of explo-
  sive pumpkins each day, up to the number
  of seeds remaining in the bag, but can only
  create a single tangle patch each day. 
  A bag of seeds loses all its magical
  power once its last seed is used, and it can-
  not be replenished by placing new seeds in
  the bag.
  Moderate transmutation and evocation
  [fire]; CL 7th; Craft Wondrous Item, pump-
  kin bomb, tangle patch; Price 6,000 gp;
  Weight 1 lb. 
  Carriage, Pumpkin
  This useful, whimsical item appears as a
  small, well-formed pumpkin roughly the
  size of an adult human male’s head, and
  while the pumpkin is hollowed out and dec-
  orated with carvings small windows, it is
  otherwise unremarkable. When the pump-
  kin is placed on the ground, however, and
  the proper command word spoken, it
  expands to become a full size carriage,
  albeit one in the shape of a pumpkin, com-
  plete with green stem and wheels made
  from curling vines thick and strong as a tree
  branch.
  The power of a pumpkin carriage is such
  that it can move without need of horses, or
  other animals strong enough to pull it.
  When the owner of the carriage seats him-
  self within and speaks a second command
  word, the pumpkins lurches forward, mov-
  ing at a speed of 40 ft. per round. It can
  move tirelessly at this speed for a total of 8
  hours each day; at the end of that time, it
  reverts to its pumpkin form, and may not be
  used for another 16 hours. The owner of the
  pumpkin carriage, and any riding within it,
  are ejected harmlessly when the carriage
  shrinks to its pumpkin form.  
  A pumpkin carriage is large enough to
  seat four comfortably, with an additional
  rider standing on the leaf-woven footman’s
  platform on the back, and another on the
  driver’s “seat” at the front. The magic that
  empowers a pumpkin carriage also renders
  it immune to the effects of decay.  
  Moderate transmutation and conjuration
  (creation); CL 8th; Craft Wondrous Item,
  phantom steed, plant growth; Price 13,500
  gp; Weight 5 lbs.  
  Lantern, Spirit
  A spirit lantern is a fearsome-faced jack
  o’ lantern whose stem has been shaped into
  a long, thin loop. When a candle is placed
  within the lantern and the proper command
  word is spoken, the jack o’ lantern begins to
  glow with a pale, ghostly light equivalent to
  that of a standard lantern.  
  A spirit lantern offers potent abilities
  against fey creatures, ghosts and other
  incorporeal undead. When a second com-
  mand word is spoken, the light from the
  spirit lantern affects all non-evil beings
  within its radius as though by a protection
  from evil spell cast by a cleric of the
  lantern’s caster level (almost always 10th);
  this ability functions only against fey and
  incorporeal undead of neutral or evil align-
  ment, and can be used for a total number of
  minutes each day equal to the lantern’s
  caster level, though unlike a normal protec-
  tion from evil spell, these rounds need not
  be used consecutively. Should a being leave
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  the circle of light while under the effects of
  the lantern’s protection from evil ability,
  then the benefits are lost immediately, and
  are not regained until the being steps back
  within the radius of effect.    
  In addition to the above ability the
  wielder can, 3 times per day, speak a third
  command word and attempt to turn neutral
  or evil, incorporeal undead as a cleric of the
  lantern’s caster level; a cleric or other char-
  acter who already possesses the ability to
  turn undead can choose to turn incorporeal
  undead as above, or may instead activate
  one of the lantern’s turn uses per day, as a
  free action, in conjunction with one of his
  own, gaining a +4 circumstance bonus to
  the check.    
  A spirit lantern counts as a jack o’
  lantern for the purposes of warding off fey
  and incorporeal undead (see Jack o’
  Lanterns and Spirits, above), but its innate
  magic raises the Will save DC required to
  bypass its light to 10.
  Moderate necromancy; CL 10th; Craft
  Wondrous Item, protection from evil, light,
  halt undead; Price 7,500 gp; Weight 4 lbs. 
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  Pumpkin Sorcery
  Though it might seem silly, the magic of
  the finely carved pumpkin is not to be
  underestimated. The following spells
  reflect the fearsome purpose of the jack o’
  lantern in folklore, and recall such famous
  tales as the Headless Horseman. Laugh at
  your own peril.   
  Lantern Eyes
  Illusion (glamer)
  Level: Clr 1, Drd 1 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Area: 20 ft. radius emanation, centered
  on you
  Target: All fey and incorporeal undead
  within area of effect
  Duration: 1 round per level 
  Saving Throw: Will partial (see text) 
  Spell Resistance: Yes  
  When you cast this spell, your eyes are
  transformed into grinning, fearsome jack o’
  lanterns that burn with a sinister, holy fire.
  All non-good fey and incorporeal undead
  creatures within the radius of effect must
  immediately attempt a Will save; those who
  fail to save must flee to a distance of at least
  20 ft. from you as quickly as possible, and
  may not come closer than that for the dura-
  tion of the spell. Affected fey and incorpo-
  real undead can still attack you from out-
  side the 20 ft. barrier, and may target you
  with spells and spell-like and supernatural
  abilities, but they suffer a –2 morale penal-
  ty to attack rolls when doing so, and you
  gain a +2 bonus to all saves to resist their
  special attacks. 
  Those fey and incorporeal undead who
  successfully save do not need to flee
  beyond 20 ft. of you, but they still suffer
  penalties to attack rolls as above, and you
  still gain the bonus to saves against their
  special attacks.     
  
  The field created by lantern eyes moves
  with you, allowing you to attempt to affect
  fey and incorporeal undead who were
  beyond the range of the spell when it was
  cast. However, creatures that originally
  failed to save and fled from you gain anoth-
  er save, with a +2 circumstance bonus,
  should you move within 20 ft. of them; if
  they fail to save a second time they must
  flee again, but if they are successful, they
  are free to remain with the radius of affect
  if they wish, albeit while suffering the
  penalties listed above. 
  Material components: A pumpkin seed
  dipped in candle wax, which must be con-
  sumed at the moment of casting. 
  Pumpkin Bomb
  Conjuration (creation) [fire]
  Level: Drd 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: A single touched pumpkin or
  pumpkin seed 
  Duration: 10 min./level or until used 
  Saving Throw: None or Reflex half;
  see text
  Spell Resistance: No
  Depending on the version of pumpkin
  bomb that you choose, you either transform
  a pumpkin into a deadly missile that
  explodes on impact, or into a bomb that you
  can detonate at will. 
  Missile: With a touch, a pumpkin or
  pumpkin seed instantly becomes a head-
  sized jack o’ lantern filled with roaring
  flames. The jack o’ lantern is a splash
  weapon which can be thrown up to 50 ft.,
  with a ranged touch attack roll required to
  strike the intended target. The jack o’
  lantern inflicts 1d6 points of fire damage
  per caster level (maximum 10d6) on
  impact. It also inflicts an additional point of
  splash damage per die, and ignites all flam-
  mable materials within 10 feet. A creature
  within the splash area can attempt a Reflex
  save for half damage; a creature directly
  struck is not allowed a save. 
  Bomb: With a touch, you transform up
  to four pumpkin seeds into a bomb. These
  bomb seeds are almost always placed by
  hand, because they can be thrown no more
  than 10 feet. If you are within 100 ft. of the
  bombs, you can cause the seeds to explode
  with a command word; each explosion
  causes 1d4 +1 per two points of caster level
  damage to all creatures in a 5 ft. radius
  burst, as well as igniting all combustible
  materials within range. A creature that suc-
  ceeds at a Reflex save suffers only half
  damage.
  Material Components: A few pumpkin
  seeds, or a whole pumpkin.  
  Tangle Patch
  Transmutation
  Level: Drd 4, Rgr 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level)  
  Area: A 20 ft. radius spread
  Duration: 1 min/level (D) 
  Saving Throw: No
  Upon casting this spell, a pair of pump-
  kin seeds flies from your hand and strikes
  the earth at a point you designate. Within
  the space of a breath, the seeds explode into
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  a writhing tangle of thick pumpkin stems
  and vines, which lash out to squeeze the life
  from all creatures within the area. 
  Every creature within the area of effect
  must make a grapple check, opposed by the
  grapple check of the tentacles. The vines
  are considered to be a Large creature with a
  base attack bonus equal to your caster level
  and a Strength score of 19, giving it a grap-
  ple modifier equal to your caster level +8. 
  Once the vines have successfully grap-
  pled an opponent, they may make a grapple
  check each round to deal 1d6 + 4 points of
  bludgeoning damage. The tentacles contin-
  ue to crush the opponent until the end of the
  spell, or until the opponent escapes. 
  The pumpkin vines automatically attack
  any being that enters the spell’s area of
  effect, and even beings who evade the grap-
  ple can only move at half normal speed. 
  Tangle patch can only be cast on a solid
  area, such as dirt or a wooden floor. Though
  the vines are solid plant material, they can-
  not be damaged by any means, since the
  magic that creates them near instantaneous-
  ly heals all inflicted damage. The tangle
  patch is also immune to all spells which
  directly target plants, such as control
  plants. 
  Material components: A pair of mois-
  tened pumpkin seeds, which are destroyed
  when the spell’s duration ends.  
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  Pumpkin Monsters
  On mounting a rising ground, which brought the figure
  of his fellow-traveler in relief against the sky, gigantic in
  height, and muffled in a cloak, Ichabod was horror-struck
  on perceiving that he was headless!—but his horror was
  still more increased on observing that the head, which
  should have rested on his shoulders, was carried before
  him on the pommel of his saddle!
  – Washington Irving, The Legend of Sleepy Hollow
  LANTERN CAP
  Large Fey 
  Hit Dice: 10d6 + 40 (75 hp)
  Initiative: +2 (Dex) 
  Speed: 40 ft. 
  Armor Class: 19 (-1 size, +2 Dex, +8 nat-
  ural armor), touch 11, flat-footed 17.  
  Base Attack/Grapple: +11/+16
  Attack: Head shears +12 (2d6 +9/crit x4)
  or slam +11 (1d8+6) 
  Full Attack: Head shears +12 (2d6 +9/crit
  x4) or slam +11 (1d8+6) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Fiery breath, head taker,
  bottomless bag, spell-like abilities. 
  Special Qualities: Damage reduction
  10/holy cold iron, spell resistance 19,
  
  independent head, rotating head, far
  travel, lowlight vision. 
  Saves: Fort +9, Ref +9, Will +10
  Abilities: Str 24, Dex 15, Con 19, Int 13,
  Wis 16, Cha 18 
  Skills: Bluff +17, Hide +17, Intimidate
  +21, Jump +13, Listen +16, Move
  Silently +21, Profession (gardener) +8,
  Spot +20 
  Feats: Great Fortitude, Power Attack,
  Stealthy, Weapon Focus (head shears)
  Environment: Any (near rural areas) 
  Organization: Always solitary
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always Neutral Evil. 
  Advancement: - 
  Level Advancement: - 
  It is said the fey fear the light of the jack
  o’ lantern. It is said that they turn their eyes
  from the pumpkin’s grin, and shudder at the
  memory of its candle-bright flame, hugging
  their gossamer wings tight as they dream in
  their gilded halls beneath the hills. Yes, they
  say all these things… but not all things
  which are said, are true.
  The lantern cap fairy haunts lonely
  crossroads and cart paths, skulking in the
  darkness and waylaying merchants and
  highwaymen alike, ever searching for
  another head to stuff in the burlap bag he
  carries slung across his broad shoulders.
  The lantern cap feeds off terror, and takes
  grim delight in tormenting his victims, driv-
  ing them to madness before plucking their
  heads from their shoulders with one quick
  snip of the enormous cutting shears that
  hang from his belt.
  The burlap sack the lantern cap carries
  at all times is very magical, and can hold an
  almost unlimited number of heads. It is
  only filled on the morning of Halloween (or
  on your campaign’s equivalent holiday),
  and it is then that the lantern cap returns
  home, to strip the flesh from the skulls he’s
  collected and place little candles inside, that
  he might leave these grim jack o’ lanterns
  on the doorsteps of the families of those
  he’s slain.  
  A lantern cap fey stands taller than the
  tallest man, and has broad, hunched shoul-
  ders that bristle with muscle and long, thin
  legs that carry him across the land with sur-
  prising speed. The lantern cap has no head;
  instead, a leering jack o’ lantern, its innards
  blazing with flickering ghost-light, is
  perched precariously atop his neck. This
  hideous gourd can move and twist inde-
  pendently of the lantern cap’s body, and is
  anchored by long vines which have bur-
  rowed and nestled their way into the body
  which it rides. To disguise their horrific
  “head”, lantern caps usually wear hooded
  cloaks. 
  Lantern caps make their homes in small
  hills, usually set deep in the wildest forests.
  A magical pumpkin patch will always be
  located nearby; the cap’s fey magic ensures
  the pumpkins grow year round, ensuring it
  always has a new jack o’ lantern head at the
  ready. 
  Combat
  The lantern cap hunts only at night, and
  vastly prefers solitary victims to groups, not
  because it is afraid to fight multiple oppo-
  nents, but because it prefers to take its time
  with each hunt, the better to savor the
  unique flavor of each mortal’s fear. 
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  Lantern caps prefer to initiate a hunt by
  using their ability to generate phantasmal
  images and sounds to unnerve their chosen
  prey. When the victim is suitably scared,
  they begin to stalk them slowly and delib-
  erately, allowing the prey to catch glimpses
  of them in the distance, a lurking shadow
  against the stars, drawing slowly, steadily
  closer. Only when the victim gives himself
  entirely over to fear does the lantern cap
  reveal itself, appearing out of the darkness
  and throwing back its hood to reveal its
  leering, jack o’ lantern head, a blaze of
  crimson light which is the last thing the
  hapless mortal will ever see. If forced to
  fight a group, the lantern cap will fight fero-
  ciously, lashing out with its fiery gaze and
  razor sharp shears with wild abandon. If it
  feels confident in victory, it will fight until
  only one opponent remains, and then it will
  vanish, to prepare itself for a luxurious hunt
  as outline above. If it fears for its life, the
  lantern cap will attempt to escape as soon as
  possible, fleeing to its home at all possible
  speed. Under no circumstances will the
  lantern cap surrender or abandon its bag of
  heads; this means that if a would-be victim
  manages to snatch the bag from the lantern
  cap’s back, he can force it to negotiate,
  earning himself a chance at life. 
  Fiery Breath (Su): The lantern cap can,
  once every three rounds, unleash a gout of
  spectral fire from his jack o’ lantern head.
  This flame is a 20 ft. cone which inflicts
  3d6 + 3 points of damage, with a Reflex
  save against DC 19 allowed for _ damage.
  The saving throw DC is Constitution based.
  The lantern cap can only unleash its fiery
  breath if its jack o’ lantern head remains
  (see below).  
  Head taker (Ex): On an attack roll of a
  natural 20 with its cutting shears (followed
  by a successful critical hit confirmation
  roll), the lantern cap can remove an oppo-
  nent’s head with a single stroke. A victim so
  struck gains a Reflex save against DC 17 to
  pull its head back before the shear’s com-
  pletely close over his neck; on a successful
  save, the victim suffers only normal critical
  damage (x4), but on a failed save they are
  slain instantly. The save DC is Dexterity
  based.  
  Rotating Head (Ex): The lantern cap’s
  head can rotate entirely on its shoulders,
  allowing it to look in any direction without
  having to turn. As a result, the lantern cap
  cannot be flanked in combat. This ability
  applies only while the lantern cap retains its
  head (see below).  
  Independent Head (Ex): The lantern
  cap’s jack o’ lantern head is not considered
  a part of its body, and so the beast is not
  unduly harmed should it be destroyed. The
  jack o’ lantern head has the same armor
  class and saving throws as the lantern cap,
  and has hit points equal to _ the lantern
  cap’s starting total. It is considered a plant
  for the purposes of spells such as blight, but
  is immune to the effects of spells such as
  control plants, or other, similar spells and
  spell-like abilities that seize control of plant
  creatures. 
  The jack o’ lantern head can operate
  independently of the lantern cap, and can
  perform one standard action per round,
  though it is limited to the following actions:
  unleashing fiery breath (once every three
  rounds), using the lantern cap’s spell-like
  abilities, or performing an Intimidate check
  to demoralize an opponent. 
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  If the lantern cap’s jack o’ lantern is
  destroyed, it loses access to its fiery breath,
  all its spell-like abilities, and its immunity
  to flanking. A lantern cap can replace a
  destroyed head, and thus regain its lost abil-
  ities, as a full round action if it has access to
  a full-sized pumpkin – usually this means
  that it must return to its home, but if a
  pumpkin patch is nearby, it can attach a
  normal pumpkin to its neck should it wish
  to. A lantern cap need not carve the pump-
  kin before placing it on its neck, as its
  magic transforms the gourd into a grue-
  some jack o’ lantern, complete with ever
  burning candle, almost instantaneously.  
  Bottomless Bag (Su): The lantern cap’s
  burlap sack is highly magical, and functions
  as a type IV bag of holding, save for the fact
  that it cannot be ruptured by any means so
  long as it is contact with the lantern cap’s
  body. The lantern cap can attempt to stuff a
  living being into its bottomless bag as a full
  round action following a successful grapple
  check. Those who are stuffed into the bag
  are confronted with the horror of scores of
  severed, rotting heads; they must succeed at
  a Will save against DC 19 or become shak-
  en for 1d4 rounds. The save is Charisma
  based. 
  The lantern cap’s bottomless bag is its
  most prized possession, and while it can be
  snatched away, the lantern cap is fiercely
  protective of it; the bottomless bag can be
  snatched away using a disarm check (per
  the rules in the PHB), but the attacker does
  not gain the normal +4 bonus for attempt-
  ing to snatch away a poorly secured item.
  Should the bag be removed, the lantern cap
  will focus all his attention on the thief, in an
  attempt to slay them as soon as possible, or
  at retrieve take the sack. Once a bottomless
  bag has been removed, it can be ruptured
  with a piercing attack, as is normal for a
  bag of holding. Should the holder threaten
  to do so, the lantern cap will immediately
  stop fighting, and attempt to parlay for its
  treasure. 
  Spell-like Abilities: At will: 0 - dancing
  lights, ghost sound. 1st - cause fear (DC
  15), silent image, ventriloquism. 3/day: 1st
  – darkness, fog cloud, hideous laughter,
  invisibility, scare (DC 16). 1/day – keen
  edge, major image. All spell-like abilities
  are cast as by a 10th level sorcerer, and all
  save DCs are Charisma based. 
  Far Traveler (Sp): On Halloween night
  (or the equivalent holiday in your cam-
  paign), the lantern cap gains the ability to
  teleport once per five rounds, as by the
  spell of the same name cast by a sorcerer
  with a caster level equal to its hit dice. The
  lantern cap can only use this ability to trav-
  el to and from the homes of its victims, so
  that it might leave its ghastly jack o’ lantern
  heads as a gift. The lantern cap has an
  innate knowledge of its victim’s former
  homes, gained at the moment of their death,
  and so it always knows where it must trav-
  el, and can teleport there without possibili-
  ty of mishap. The far traveler ability is lost
  the moment the sun rises on the morning
  after Halloween. 
  Skills: The lantern cap gains a +4 racial
  bonus to all Hide, Intimidate, Move
  Silently and Spot skill checks. 
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  GUARDIAN GOURD
  Medium Plant 
  Hit Dice: 2d8 +6 (15 hp)
  Initiative: +0 
  Speed: 0 (see text) 
  Armor Class: 14 (+4 natural), touch 10, flat-
  footed 14.  
  Base Attack/Grapple: +1/+4 (see text)
  Attack: Slam attack +4 (1d4+3) 
  Full Attack: 2 slams +4 (1d4+3) and bite +2
  (1d6+1)  
  Space/Reach: 5 ft./5 ft. (see text) 
  Special Attacks: Choral dirge, vines,
  improved grab, cluster strength, constric-
  tion, drag. 
  Special Qualities: Plant traits, patch mind,
  lowlight vision. 
  Saves: Fort +6, Ref +0, Will +1 
  Abilities: Str 16, Dex 10, Con 17, Int 6, Wis
  12, Cha 14 
  Skills: Listen +12, Spot +11  
  Feats: Iron Natural Armor, Multi-Attack  
  Environment: Warm or temperate plains,
  hills, forests, or marshes. 
  Organization: Cluster (4), or patch (8, 12, or
  16)
  Challenge Rating: 2
  Treasure: Half coin
  Alignment: Neutral
  Advancement: 3-4 HD (Medium), 5-8
  (Large)
  Level Advancement: -
  Gourd guardians are strange, semi-intelli-
  gent plant beings that strongly resemble per-
  fectly shaped, large pumpkins, albeit ones of a
  deep, almost blood red color. They are nature
  spirits of a sort, and are fiercely protective of
  the pumpkin patches they call home. 
  Gourd guardians are beloved of druids and
  of wise farmers, for they can be summoned by
  those with the proper knowledge and set to
  guard lush crops. This the gourd guardians do
  with great enthusiasm, using their haunting
  choral dirge to mesmerize the unsuspecting
  and draw them within range of their strangling
  vines. 
  When gourd guardians awaken and attack,
  they transform into fearsome jack o’ lanterns,
  with wide mouths filled with pointed teeth and
  wide, triangular eyes. While they can survive
  on nutrients leached from the soil, they vastly
  prefer fresh meat.  
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  To summon a gourd guardian, one
  need only entreat the spirit of the
  earth beneath the light of a full har-
  vest moon. With a successful
  Knowledge (nature), Knowledge
  (arcana) or Profession (farmer) skill
  check against a DC of 15, a full
  night’s prayer, and the live sacrifice
  of a goat or sheep, the petitioner
  draws up the slumbering spirits of the
  earth, who appear as four glistening
  pumpkin seeds. If the seeds are
  spread at sunset on first night of the
  next new moon, then they grow and
  ripen, becoming a cluster of gourd
  guardians by the time the next full
  moon appears. Once they are ripe,
  they remain in place for a year and a
  day; at the end of that time, they
  wither and rot away.  
  A cluster of guardian gourds is
  intelligent enough to recognize its
  creator, and will not attack him
  unless attacked first.  
  
  Combat
  Gourd guardians always begin combat
  with their multi-voiced choral dirge, hoping
  to mesmerize their prey and draw them
  close. When a mesmerized victim is close
  enough, they lash out with their two stran-
  gling vines, hoping to grapple their prey,
  and then draw them within range of their
  powerful jaws. If their victim proves too
  strong to be pulled in, they instead attempt
  to crush them to death, so they fight feed at
  their leisure. Against multiple opponents,
  they instead use their vines as impromptu
  whips and razor sharp lashes, driving off
  their foes with a flurry of attacks. 
  A cluster of gourd guardians will always
  be found in adjacent squares to one another,
  forming a block of four squares. They are
  completely stationary; only their vines can
  move. 
  Choral Dirge (Su): Once a day, as a
  standard action, a cluster of gourd
  guardians can sing a choral dirge, a slow,
  haunting, ethereal melody that mesmerizes
  any dragon, fey, giant, humanoid, magical
  beast, monstrous humanoid or animal that
  hears it. Those within a 60 ft. radius who
  fail a Will save against DC 13 are com-
  pelled to walk towards the cluster slowly, as
  though under the effects of the approach
  option of the command spell. The save DC
  is based off Charisma.  
  Patch Mind (Ex): Each cluster of gourd
  guardians always acts simultaneously, on
  the same initiative, even if the Game
  Master typically rolls separate initiatives
  for each monster. If more than one cluster is
  present (meaning a patch), then initiative
  can be rolled for each cluster separately, if
  the Game Master wishes.  
  Improved Grab (Ex): If a gourd
  guardian cluster hits a single opponent with
  two or more vine attacks, it can attempt to
  start a grapple as a free action, without pro-
  voking an attack of opportunity. If it wins
  the grapple check, it can then constrict its
  victim, as well as begin dragging them 5 ft.
  closer each round (see below). No matter
  how many gourd guardians in a cluster are
  participating in a grapple, only one opposed
  grapple check is made.    
  Constrict (Ex): A gourd guardian
  inflicts 1d4 points of constricting damage
  after a successful grapple check. For each
  vine beyond the second participating in the
  grapple, the damage is increased by 1 point.  
  Drag (Ex): As a free action after a suc-
  cessful grapple, the gourd guardian can
  drag a victim 5 ft. closer to itself. This pro-
  vokes no attack of opportunity. If four or
  more vines are grappling the victim, the
  cluster can move him 10 ft. closer each
  round. 
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  On the same round that a grappled vic-
  tim has been drug within a square occupied
  by a gourd guardian, all guardians in the
  cluster can perform a bite attack as a free
  action, with a +2 bonus to the attack roll.  
  Cluster Strength (Ex): If two or more
  gourd guardians initiate a grapple against a
  single character (by successfully striking
  with at least one vine attack each), they are
  considered to be Large size for the purpos-
  es of inflicting constricting damage and
  performing an improved grapple. If all four
  guardians participate by striking with at
  least one vine each, then they are consid-
  ered to be size Huge.     
  Vines (Ex): A gourd guardian’s vines
  can strike up to 15 ft. away. Each vine has
  hit points equal to _ the guardian’s begin-
  ning total and an armor class of 10.
  Destroying a vine does not harm the
  guardian in any way. If a vine is destroyed,
  a new one grows to full length after 3
  rounds. 
  Plant Traits: Immunity to mind-affect-
  ing effects, poison, sleep, paralysis, poly-
  morph and stunning, and not subject to crit-
  ical hits.
  Skills: Gourd guardians gain a +8 racial
  bonus to Listen and Spot checks. They also
  gain a +16 racial bonus to Hide skill checks
  made when in a pumpkin patch or garden.  
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  Jack o’ The Lantern
  “Away wit’ ye, Jack”, said Old Scratch. “Yer more the Devil than I ‘er was.”
  “Where will I go, Devil? Heaven dinna want me an’ I make you sore
  afeard. Where then will ol’ Jack rest ‘is soul?”
  “Far from here,” Beelzebub sang, “away beyond the hills you go, take yon road
  to paradise, or to Hells I do not know.”
  “But the night is dark, an’ I do not know the way. Give me torch, or fire-
  brand, or at yer gates I’ll stay!”
  An’ so the Devil did pluck a hollow gourd from Hell’s owne garden, and shit a
  coal from his own bowels within. An’ when the glowing gourd did sail o’er the black
  gates, Jack were sore grateful.
  “By the light ye’ shat, I’ll make my way, an’ we’ll trouble each o’er no more. But
  before I go, Ol’ Scratch, my son, I’ll tell ye this fer true. Jack were e’er the Devil’s best
  friend, and Jack’s best mate were you.”
  There’s a reason that jack o’ lanterns
  have the name they do, and Jack of the
  Lantern is it. Jack is a trickster, a grifter, a
  liar, a thief, a conman and a confidence man
  without equal, always has been and, thanks
  to a honeyed tongue half again to clever for
  his own good, always will be. 
  
  This is the tale of how Jack came to
  meet the Devil and seal his own fate. 
  Jack the Drunken Conman: There is no
  man more cunning than the penniless rogue
  desperate for a swallow of beer. So it was
  with Jack, a tramp and vagabond infamous
  for both his love of drink, and his miserly
  ways. “Why would I part with me money”,
  he was fond of saying, “when I work so
  hard to get it?” But, of course, that was also
  a lie, for Jack never worked a day in his life.
  So one day it came to pass that Jack met
  the Devil in a roadside tavern. While this
  might seem a remarkable thing today, all
  wise men of the time knew it was bound to
  happen, for every thief must shake
  Beelzebub’s hand one day, and besides, Old
  Scratch has a fondness for liquor. Now the
  Devil was disguised, of course, but a dis-
  guise is a just a lie made of cloth and
  leather, and since no lie can fool a liar born,
  Jack knew him for what he was. “Good day
  to you, Old Nick,” Jack said, and sat, bold
  as you please and without begging leave,
  for no man fears to sit at his brother’s table.  
  The Devil smiled. “And good day to you
  Jack. More pleased I have n’er been to see
  a man, for I know thee as I know mine
  owne reflection.” He raised his pitcher in
  toast and drained it down to dryness, for the
  Devil is ever gluttonous. “Hie thee to the
  bar, master Jack, and fetch two pitchers, for
  I would drink with the man who is as my
  right hand in the world of men.” 
  And so Jack did as the Devil desired, for
  the Devil is sin, and no swindler can resist
  what sin commands. But Jack was no fool,
  and he knew Old Scratch had treachery in
  his heart, for Jack’s heart was kin to the
  Devil’s, and keeping treacheries was its
  only purpose. Therefore Jack grabbed not
  just twin pitchers, but a candle and three
  tinder sticks besides.     
  And so Jack and the Devil shared two
  pitchers, and then two pitchers again, and
  then two again, and two again, and again
  and again and again, until the sun yawned,
  and stretched and slept, and Jack and the
  Devil – and their treacheries – were alone in
  the inn, with two last pitchers in their
  hands, and the barkeep by the front door
  expecting his coin. It was then that the
  Devil chose to reveal his treachery.
  “Jack,” the Devil said, “I could no more
  lie to you than to my own self. I’m skint,
  old son, for the bible was bad for my busi-
  ness. The liars know me, and honest men
  know of me. There’s no money in sin for
  the likes of me anymore.”
  “Fair well buggered are we then, dear
  Old Nick, for I’ve got no pennies to pinch.”
  And here Jack shed a tear, but it was one as
  a crocodile might loose when feigning
  shame over his killer’s ways, for in truth
  Jack had suspected the Devil’s duplicity.
  “No need for tears, my lad, for what
  barkeep can outwit Jack, or outfight the
  Devil?” And then, scratching his pointed
  beard, the Devil did say, “A knock on the
  head with a cudgel would set things to jolly
  again. I’d do it myself, but my back hurts
  sore strong from carrying my bag of souls” 
  But Jack shook his head, for as all men
  know, it is one thing to sin, and quite anoth-
  er to sin with the Devil as witness. “I
  would, Old Nick, but I made pledge on the
  Sabbath not to stave a man’s brains for a
  week.” 
  “A lie then, surely there’s no harm in
  that? I’d do it myself, but my wits are soggy
  with hops.”
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  Again Jack shook his head, and smiled
  ruefully. “If your wits are soggy, then mine
  have fair drowned long ago. No, Old Scratch,
  my tongue is as thick as yours is forked.”   
  “Then beer and the bill have defeated the
  Devil and his twin, and the world will be
  darker for it.” 
  “Not so, Devil, for Jack has a plan.” And
  so he did, that’s no lie. “The priests say the
  wages of sin can take any shape, and tempta-
  tion any form. And so too must it be for the
  Devil. And so I say, Old Nick, that were you
  to take the shape of a coin, perhaps a shiny
  silver sixer, as the children and the taxmen
  call them, then we can pay without lie and
  leave without killin’.”
  The Devil smiled, and offered his hand.
  “Your plan is clever, old son.” And Jack
  smiled too, and shook his hand gladly, for it
  was a clever plan, more so than even Old
  Nick thought. 
  And so, quick as a wink, the Devil
  changed himself into the shiniest of silver
  sixers, and Jack, even quicker than that,
  snatched up the sixer, stuffed it in his coat
  pocket, closed it up with drops of candle wax,
  and then pressed a cross in the wax with his
  tinder sticks, sealing the Devil inside just as
  tight as you please. Then, whistling a happy
  tune to cover the sound of the Devil’s wail-
  ing, he shot the barkeep and walked away,
  satisfied as only a man who filled his belly,
  and tricked the king of sinners in the doing,
  can be. 
  It should come as no surprise to anyone
  that Jack did not let the Devil out of his pock-
  et that day, or the next, or the next after that,
  no matter the Devil’s pleadings, promises, or
  threats. In fact, the more the Devil promised
  to give Jack, the more resolved Jack grew to
  never let Old Nick go free, for he was wise
  enough to know that when a man offers gold,
  he is promising only the point of a sword, and
  when he pledges diamonds, he speaks of the
  assassin’s neck-tie. 
  No, Jack kept the Devil in his pocket for
  a ten years and a day, and in the end it was
  professional pride, not mercy or greed, which
  moved him to let Old Nick free. For you see,
  Jack was as much a braggart and a showman
  as he was a conman and thief, and it was not
  in his nature to keep silent on his deeds. And
  so he took to selling glimpses of his devilish
  silver sixer, and when men knew that the
  throne of Hell went unwarmed by the Devil’s
  hinder, they feared the consequence of no sin,
  and soon the old county was filled to bursting
  with thieves, with murderers, with rogues
  and rapscallions. And since a land of thieves
  is no place for profiting, Jack at last set Old
  Scratch free, but not before making him
  swear on his own bones that the gates of Hell
  would ever remain closed to Jack’s soul. This
  the Devil was happy to do, for he wanted no
  part of Jack the rogue. 
  Jack the Old Sinner: And so it came to
  pass, as it always must, the Jack’s soul left his
  body by the roadside, and journeyed out over
  the hills beyond the veil of life. Ever confi-
  dent, he went first to the gates of Heaven, but
  not before rolling a king’s soul on the road to
  Paradise, for he did not wish to be a pauper in
  the land of ultimate delights. But the gates of
  Heaven were closed to Jack, and the angels
  wanted no part of him, for his life was not
  spent as a man’s should be. Even his great
  deed was of no consequence, for the Devil
  was given his throne by divine decree, and
  Jack’s triumph did naught but lead many a
  good man astray.
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  So Jack left the pearly gates with an
  angel’s boot print on his arse, and limped
  down into the darkness in the deep caves
  beneath eternity, where the Devil made his
  kingdom. But the Devil knew he was com-
  ing, and barred the door, for he was still
  much afraid of Jack. And so Jack turned
  away from eternity again, but not before
  begging from the Devil a hot coal to keep
  him warm and light his way, and stealing
  from Old Scratch a pumpkin to keep it in. 
  Jack wanders the old country to this day,
  traveling in darkness, still robbing, still
  cheating, and still staving in heads, with his
  pumpkin lantern his only companion. And
  the Devil and all who serve him, the
  demons, the spirits, and the darkling fey,
  still fear Jack. Which is why, every year on
  Halloween, when the gates of Hell open
  and the monsters come out to play, the wise
  put a carved pumpkin on their doorstep –
  for no devil, no matter his power or cun-
  ning, will risk the wrath of Jack o’ the
  Lantern. 
  Encountering Jack
  An encounter with Jack should
  remind the players of a story out of fairy-
  tale; Jack is kin to Puck, and the Native
  American and African trickster-gods
  Coyote and Anansi the Spider, so he should
  always be mysterious, and his motives dif-
  ficult to comprehend at best, and absolutely
  nonsensical at worst. Ideally, the characters
  (and by extension, the players) should
  never know if Jack is more good than bad,
  or bad than good – because even Jack does-
  n’t know the answer to that. Jack o’ the
  Lantern is a force of nature, and the embod-
  iment of capricious fate. He goes where he
  will, and does as he will, unfettered by con-
  cepts like conscience or morality. 
  Jack o’ the Lantern can make for a
  very interesting recurring non-player char-
  acter, particularly in a campaign where one
  or more of the heroes are conman-style
  rogues or bards. In such a game, Jack can
  take the role of both mentor and rival, as he
  will gladly teach (some) of his skills to
  those he feels are worthy. Of course, Jack
  does nothing for free, and so he will always
  call in his “student’s” debt at some point.
  Though Jack appears young, he is
  old and tired, and would gladly end his eter-
  nal life if only he could find a way. For this
  reason, he will hound the footsteps of any
  band of heroes he feels can help him
  achieve his final death – remember, though,
  that Jack is not suicidal, and will only pass
  on to his final reward if he is sure he won’t
  end up sentenced to an eternity of torture. 
  Regardless of how many years, or
  centuries pass in the campaign, Jack stays
  eternally young. He appears as a man in his
  early thirties, dressed in the rough clothes
  of a traveling vagabond. He is never with-
  out his brown canvas coat, no matter the
  temperature, and always carries a glowing
  jack o’ lantern in his left hand. Jack has a
  thick, curly mop of muddy brown hair, and
  the perpetual squint and false smile of the
  lifelong conman. Though he was once a
  mortal man, his doom and his centuries of
  life have transformed him into something
  more; he is as much a being of dream and
  night and spirit as he is of flesh, sustained
  by the night terrors of children and all hon-
  est men.  
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  Combat
  Jack does not like to fight if he can help
  it, and never fights fair if he can possibly
  avoid it. If forced to fight, he strikes quick-
  ly and without mercy, using his spell-like
  abilities to overwhelm and confuse his ene-
  mies, staving in their heads with his cudgel
  and looting their pockets if the thinks he
  can get away with it, or fleeing with all
  speed if he cannot. 
  In truth, Jack much prefers to rely on his
  skills, and his ability to outwit anyone to
  accomplish his goals. Though he does not
  need money, he still makes a habit of swin-
  dling everyone he meets, as a good con
  helps him to stave off centuries of boredom.
  Though far from heroic, Jack is
  absolutely fearless, particularly when it
  comes to dealing with spirits or outsiders of
  all sorts, and will face danger with a smile
  and a whistled ditty.
  JACK O’ THE
  LANTERN
  Medium Size Greater Fey 
  Hit Dice: 15d8 +15 (82 hp)
  Initiative: +6 (Dexterity) 
  Speed: 50 ft.  
  Armor Class: 26 (+6 Dex, +10 deflection),
  touch 26, flat-footed 20. (see text)  
  Base Attack/Grapple: +11/+11
  Attack: +3 defending club of returning +21
  (1d6 +3) 
  Full Attack: +3 defending club of return-
  ing +21/+16/+11 (1d6 +3).   
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Jack o’ Lantern, spit
  seeds, Devil’s prison.   
  Special Qualities:
  Damage reduction
  15/magic and cold iron, deflection
  bonus, superstition, immortality key, far
  traveler, fiery pocket, low-light vision,
  spell resistance 29. 
  Saves: Fort +12, Ref +15, Will +13 (see
  text)  
  Abilities: Str 10, Dex 23, Con 12, Int 16,
  Wis 16, Cha 30. 
  Skills: 
  Appraise 
  +15, 
  Bluff 
  +30,
  Concentration +13, Diplomacy +30,
  Hide +16, Intimidate +30, Knowledge
  (religion) +13, Listen +15, Move
  Silently +18, Search +15, Sense Motive
  +23, Sleight of Hand +18, Spot +13,
  Use Magic Device +20.  
  Feats: Combat Casting, Great Fortitude,
  Iron Will, Quicken Spell-like Ability
  (scorching ray), Quicken Spell-like
  Ability (burning hands), Weapon
  Finesse.
  Environment: Anywhere 
  Organization: Unique 
  Challenge Rating: 17
  Treasure: Double coin only. 
  Alignment: Chaotic Neutral
  Jack o’Lantern (Sp): Jack is never with-
  out his namesake jack o’ lantern, which has
  become both an extension of his own body,
  and a powerful artifact in its own right. While
  Jack is in contact with his jack o’ lantern, he
  gains all the following abilities: 
  A +2 profane bonus to armor class, and
  to all saving throws (except Will
  saves to resist his superstition). 
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  Immunity to the mind affecting spells,
  spell-like and supernatural abilities
  of outsiders, evil fey, and evil, incor-
  poreal undead. 
  A +4 profane bonus to Search and Spot
  skill checks. 
  In addition to the above persistent pow-
  ers, Jack gains the following spell-like and
  supernatural abilities, which he may use a
  certain number of times per day (all saves
  are Charisma based):
  Turn Undead: Jack can turn evil, incor-
  poreal undead thirteen times per
  day, as a 15th level cleric. 
  At Will: 0 – dancing lights, detect
  magic, disrupt undead, flare, light
  (DC 20). 1st – burning hands (DC
  21), cause fear (DC 21), detect
  undead, lantern eyes (DC 21), pro-
  tection from evil, protection from
  good. 2nd – see invisible. 
  5/day: 1st – alarm, color spray (DC 21).
  2nd – flaming sphere, pyrotechnics,
  scorching ray (DC 22).
  3/day: 1st – charm person (DC 21). 2nd
  – hideous laughter, scare (DC 22).
  3rd – daylight, pumpkin bomb (each
  time pumpkin bomb is used, Jack
  must create a new lantern, as out-
  lined below) (DC 23), magic circle
  against evil, magic circle against
  good. 4th – fear (DC 24). 
  1/day: 4th – wall of fire.
  In addition to the above, should Jack
  choose to lay down his jack o’ lantern, then
  it has the standard abilities against incorpo-
  real undead and evil fey that all jack o’
  lanterns; the power of Jack’s spirit is such
  that the Will save to overcome the lantern’s
  warding effect is 15. 
  Jack’s jack o’ lantern has a hardness of
  10, and 20 hit points. Should the pumpkin be
  destroyed, then Jack can, as a free action
  once every three rounds, spit a seed from his
  mouth (see below) into his hand, which
  instantly ripens and transforms into a new
  jack o’ lantern – created Jack o’ lanterns
  count against Jack’s total number of seeds.
  New jack o’ lanterns possess full hit points
  and retain all the abilities listed above, but do
  not gain replenished spell-like ability uses
  per day. Jack can be disarmed of his pump-
  kin, and it can be snatched from his hands,
  but he gains a +8 bonus to resist disarm
  attempts, and his jack o’ lantern is consid-
  ered to be well secured for the purposes of
  grabbing it from his hand.   
  Spit Seeds (Sp): Jack is never without a
  mouthful of magical pumpkin seeds, which
  he chews habitually. Once every three
  rounds, Jack can spit a seed, to a range and
  effect exactly as a tangle patch spell cast by
  a 15th level druid. Jack carries a total of 10
  magical pumpkin seeds in his mouth; each
  evening, at the moment the sun sets, his sup-
  ply of seeds is replenished.  
  Devil’s Prison (Sp): Jack has never
  scraped the wax from the pocket that held
  the Devil, meaning he retains great power
  over evil outsiders of all sorts. Once a day as
  a free action, Jack can open the right pocket
  of his coat and banish an evil outsider as by
  the dismissal spell cast by a 15th level sor-
  cerer. For the purposes of this ability, Jack’s
  pocket is considered to be an object which
  all evil outsiders hate, increasing the DC of
  the save by 2, for a total save DC of 29. The
  save DC is based on Charisma. 
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  Deflection Bonus (Su): Jack adds his
  Charisma bonus to his armor class. 
  Seed Counting (Superstition): Jack is
  bound by the rule of superstition, as all
  greater fey are. Jack’s particular supersti-
  tion requires him to stop all actions and
  count any and all gourd seeds scattered in
  front of him. The Will save DC to resist the
  compulsion is 20; if the scattered seeds are
  actually from a pumpkin, the DC is
  increased to 25. 
  Should Jack succeed at his save, then he
  has overcome his superstition and suffers
  no ill effect, and need not attempt another
  save to resist his superstition for a full day.
  Should he fail to save, then Jack must
  immediately count the scattered seeds. He
  is considered to be affected as by the bardic
  music ability fascinate. Jack can count a
  total of one score seeds (20) per round.
  When Jack has counted the last seed, he is
  no longer considered fascinated, and is not
  required to save against his superstition
  again for one full day. 
  Immortality Key: If slain by any
  means, short of his immortality key, Jack is
  reborn at sunset on Halloween night (or the
  equivalent holiday in your campaign). He
  suffers no ill effects from his “death”, and
  returns to life with full hit points and no
  reduction to ability scores. 
  Jack’s immortality key is his acceptance
  to Heaven or Hell (or the equivalent after-
  lives in your campaign). Should either
  agree to accept Jack, then he is instantly
  and irrevocably slain, with no possibility of
  resurrection. Only a true divinity or ruler of
  the lower planes can accept Jack, and only
  if petitioned directly – no communion spell
  or similar effect, no matter its power, is suf-
  ficient for the task, nor may a mortal, no
  matter his power or religious status, break
  Jack’s curse.     
  Far Traveler (Su): Jack travels as he
  will, where he will, with no concern for
  time, weather, or terrain. Jack does not need
  to sleep, eat or breathe, is immune to envi-
  ronmental effects, suffers no penalties for
  moving through difficult terrain, and is con-
  sidered to be moving at highway speeds
  during overland movement, no matter the
  terrain. 
  Fiery Pocket (Su): Jack kept the Devil
  in his pocket for so long that he became
  inured to the effects of even the mightiest
  hellfire. He is immune to the effects of non-
  magical fire and heat, and can, once a day
  as a free action, open the left pocket of his
  coat and catch any fire-based spell, spell-
  like ability, or supernatural effect (such as a
  red dragon’s fiery breath) within it. Jack
  suffers no damage from caught fire, but
  may only catch fire effects that directly tar-
  get him, or those that he is within the area
  of effect of. A caught fire effect is absorbed
  instantaneously, meaning others within the
  area of effect suffer no damage or other ill
  effect, without need of a saving throw. 
  Jack can use a caught fire effect to boost
  the power of his jack o’ lantern. The saving
  throw DC of the next burning hands, flam-
  ing sphere, pumpkin bomb or scorching ray
  generated by the jack o’ lantern is increased
  by +2, and the damage is calculated as
  though both Empowered and Maximized.     
  Skills: Jack o’ the Lantern gains a +8
  racial bonus to all Bluff, Diplomacy,
  Intimidate, and Sense Motive skill checks,
  which increases to a +16 bonus when deal-
  ing with outsiders, evil fey or evil, incorpo-
  real undead.  
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  Visions 1
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  GREATER FEY
  The greater fey are the true fairy, those who have a deep connection to the
  Summerlands, the plane of the seasons and the wellspring of all fey power. Greater
  fey are the royalty of the fairy peoples, the kings and queens, knights and heroes of
  the kindly ones. Folk heroes like Jack o’ the Lantern are considered greater fey as
  well, for they have transcended mortality and achieved the status of living legend. 
  Greater Fey Template
  Greater fey is a template which can be applied to any fey creature. A greater
  fey has all the base creature’s statistics and special abilities, except as noted here.
  Hit Dice: Increase all current and future hit dice to d8s. 
  Armor Class: A greater fey adds its Charisma modifier as a deflection bonus to
  armor class. 
  Attack: Increase the base creature’s base attack bonus to _ total hit die (as a cleric). 
  Special Qualities: A greater fey retains all the base creature’s existing special
  qualities, and gains the following. In some cases, new special qualities give greater
  bonuses than those the creature already possessed – in such cases, the new qualities
  supercede the existing. 
  Damage Reduction: All greater fey gain damage reduction equal to their hit
  die. Weapons must be both magic and cold iron to overcome a greater fey’s
  damage reduction.  
  Superstition: All greater fey are bound by one of the rules of folklore and super-
  stition. Such bindings can include taboos like never crossing running water,
  or never passing beneath a doorframe upon which holly has been hung, or
  never setting foot upon holy ground, or never harming one whom has left a
  saucer of cream on their porch. Alternately, the greater fey might be com-
  pelled to perform a task, such as counting rice or barley or seeds (as Jack o’
  the Lantern is). Each greater fey is bound by a single taboo or compulsion,
  and the difficulty of overcoming the superstition is the same for all greater
  fey, no matter their power; folkloric belief holds powerful sway over the
  kings of the kindly ones, and they cannot dismiss it lightly. 
  In the case of a taboo, the greater fey can attempt a Will save each
  time he is confronted with the taboo; the DC to resist the effect is 12 + the
  fey’s total Will save. If the save is successful, the greater fey can ignore the
  taboo, allowing him to set foot on holy ground, for example. A greater fey
  
  Visions 1
  The Pumpkin Patch
  21 of 22
  must attempt a new save each time it is confronted by a taboo and wishes to
  overcome it. 
  In the case of a compulsion, the Will save DC is as described above
  (12 – fey’s Will save). On a failed save, the greater fey is considered to be
  fascinated by the compulsion, exactly as though by the bardic music ability
  of the same name, until either the compelled task is carried out, or until a
  number of rounds equal to 20 minus the greater fey’s Wisdom modifier have
  passed.   
  Immortality Key: Greater fey cannot be easily slain, at least not permanently.
  A greater fey that is slain returns to life with full hit points and no loss of
  ability scores (or experience) either a year and a day later, or on a specified
  day (such as the summer solstice, the first day of harvest, or Halloween).
  There is no way to prevent this return to life, short of direct divine inter-
  vention. 
  Each greater fey does, however, have a specific weakness or condi-
  tion that can be met which will enable it to be destroyed utterly. The nature
  of this immortality key varies from greater fey to greater fey, and is typical-
  ly based off the fey’s history or abilities. Discovering this immortality key
  is never simple, and fulfilling it nearly impossible. As a rule of thumb, a
  Bardic Knowledge or Knowledge (arcana, religion, or occasionally local)
  check against a DC equal to at least 30 is required to gain clues to the nature
  of the immortality key.  
  Saving Throws: Greater fey have good Fortitude, Reflex and Will saves. 
  Challenge Rating: Increase from the base creature’s as follows: challenge rating
  1 – 5 = +1; CR 6 – 12 = +2: CR 13 – 20 = +3. 
  
  Visions 1
  The Pumpkin Patch
  22 of 22
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  System Reference Document Copyright
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  Authors Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Bruce R. Cordell,
  based on original material by E. Gary
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  Visions 1: The Pumpkin Patch copyright
  Patrick Younts. Published by Ronin Arts.
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