Legendary Resistance (2/Day). If Candle Jack fails a saving throw, he can choose to succeed instead.
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 17 Charisma saving throw or become Namebound for 24 hours.
While Namebound:
- Candle Jack knows your exact location.
- He has advantage on attacks, saves, and spells targeting you.
- Once per long rest, he may use Shadowstep to teleport directly next to a Namebound creature anywhere on the same plane
Living Shadow.
In dim light or darkness:
- Candle Jack has resistance to all damage except radiant.
- He may Hide as a bonus action.
- When he's hit by an attack, he may teleport 15 ft to an unoccupied shadow he can see as a reaction
Magic Resistance. Candle Jack has advantage on saving throws against spells and other magical effects
Multiattack. Candle Jack makes three attacks: two Binding Cords and one Shadowflame burst
Binding cord. Melee Weapon Attack: Attack:
+10 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Target must succeed on a DC 16 Strength saving throw or be Restrained. At the start of their turn, restrained targets take 9 (2d8) necrotic damage
Shadowflame Burst (Recharge 5-6).
Candle Jack erupts in flame-like shadow. Each creature within 10 ft must make a DC 17 Dexterity saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded until the end of its next turn. On a success, it takes half damage and is not blinded.
Name Reaper (1/day or Recharge 6).
All Namebound creatures within 60 ft must make a DC 17 Constitution saving throw.
- On a failed save, they take 45 (10d8) necrotic damage and are Paralyzed until the end of Candle Jack's next turn.
- On a success, they take half damage and are not 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 17 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.
If Candle Jack reduces a creature to 0 HP, he may use his reaction to suck their body into his Extradimensional Sack. The victim is stable but unconscious, cannot be found by divination magic, and cannot leave unless:
- Candle Jack is killed
- A Wish, Plane Shift, or Dispel Evil and Good spell is used
- The sack is physically opened (DC 18 Strength)
He can trap up to 2 creatures.
Candle Jack can take 3 legendary action per round, choosing from below:
Snuff Light.
Extinguish a light source within 60 ft.
Shadow Flit.
Teleport up to 30 ft to a shadow
Whiserbind (Costs 2).
Force a creature that can hear him to make a DC15 Wisdom save or be Frightened for 1 minute. Repeat the save at the end of each of its turns.
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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