Namebound Curse. If a creature says "Candle Jack" aloud within 120 feet of him or an object he's marked (e.g. a children's rhyme, a puppet, or candle), the creature must succeed on a DC 15 Charisma saving throw or become Namebound for 24 hours. Namebound creatures emit a faint magical aura visible only to Candle Jack. Candle jack has advantage on attack rolls and teleports as a bonus action to within 10 feet of a Namebound target once per long rest. Candle Jack may cast hold person once per turn (no action) on a Namebound creature as long as he can see them. DC 15.
Shadowmeld. while in dim light or darkness, Candle Jack has resistance to all damage, and gains advantage on Dexterity (Stealth) checks. If he takes damage, he may use his reaction to vanish (as per invisibility) until the start of his next turn. Usable 3 times/day.
Multiattack. Candle Jack makes two Binding Cord attacks
Binding cord. Melee Weapon Attack: Attack:+8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Target must succeed on a DC 15 Strength saving throw or be Restrained for 1 minute. Escaping requires an action and a successful DC 15 Strength (Athletics) check.
Name Reaper (Recharge 5-6). Candle Jack targets all creatures within 60 feet who have spoken his name in the last 24 hours. Each must make a DC 15 Constitution saving throw. On a failure they take 36 (8d8) necrotic damage and are Paralyzed for 1 round. On a success, they take half damage and aren't paralyzed.
Snuff the Flame (At-Will). As a bonus action, Candle Jack extinguishes a nonmagical flame within 60 feet. A magical light can only be extinguished with a success on a DC 15 spellcasting ability check and only stays extinguished for 1 minute.
Shadowstep. Teleport up to 60 feet to an unoccupied space in dim light or darkness.
Fear the Sack. When a creature drops to 0 HP, Candle Jack may use his reaction to force a DC 15 Charisma saving throw. On a failure, the unconscious creature is pulled into an extradimensional Burlap Sack, vanishing. The sack holds 2 creatures. A creature inside is unconscious, cannot be targeted, and makes no death saves unless the sack is opened. If Candle Jack is slain, all trapped creatures reappear at 0 HP and stabilized.
Candle Jack can take 1 legendary action per round, choosing from below:
Shadow Flit - Teleport 30 ft to a shadowed space.
Whispers in the Dark - Force a creature within 30 ft to make a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Description
Candle Jack is a sinister fey spirit that slips between shadows, preying on those foolish enough to speak his name aloud. Draped in a tattered cloak and crowned with a flickering candle atop his gnarled jack-o'-lantern head, Candle Jack embodies an eerie blend of mischief and menace. He kidnaps his victims with supernatural stealth, binding them with cursed cords and vanishing into the night. Whether summoned through old rhymes or born from Barovia’s darkest whispers, his presence is always marked by extinguished lights, sudden silences, and the creeping dread that someone, somewhere, just said the wrong name.
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