Medium Fey, Chaotic Neutral
Armor Class 16 Unnatural Agility
Hit Points 126 (12d10 + 60)
Speed 40 ft., Climb 20 ft.
STR
16 (+3)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +8, WIS +6, CHA +7
Skills Deception +7, Intimidation +7, Perception +6, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Frightened, Grappled
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Sylvan Understands all languages but speaks only telepathically
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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. 

 

Actions

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.

 

Bonus Actions

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. 

 

Reactions

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. 

Legendary Actions

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.

Monster Tags: humanoidfey

RancidPunx182

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