Demon Specification

Jack O'Lanterns

Jack O'Lanterns

Typical Demon Level ("DL"): 6 to 12

Typical Number Encountered: d6

Alignment(s): E/C

Description: a variety of horrific forms, but usually with pumpkin haeads which glow with an eerie light of LI+1.  May be mistaken for Bugbears, of which They are a Demonic form, and Madmen may Hallucinate that Bugbears are Jack O'Lanterns.

Habitat: Madness, Nightmare and Temples of YHWRC

Language: Old Speech, Alignment Tongue, Valdrean, Orcish (Hellish dialect)

Chars: Co 4d6 + DL/5 FRU, Wp 4d6 + DL/5 FRU

Movement:

Rate Melee Travelling
Lurch 4 ft/sec 2.5 mph
Stumble 8 ft/sec 5 mph
Caper 12 ft/sec 8 mph
Hurtle 16 ft/sec n/a

 Winged Jack O'Lanterns can also Fly at up to 2DL ft/sec

Fighter Abilities:

Attack Modes and Armour are dependent on form, and any one Jack O'Lantern may not have all of the abilities specified below.

DL/3, FRU AMR    D = 26 + (6DL) %    RD = 6 + (6DL) %    6 + (2DL) HP

May use Tilt Shield @ T = (13-DL)

Attack Modes:

Big Guy's Weapon (e.g. Reaper's Scythe - treat as Pick That Up) @ A = 12DL %, Reach 1 to 3, DAM = as per Weapon + DL/6 FRU

Claws @ A = 12ML %, Reach 0 to 3, DAM = 2d12 + if penetrates Causes Madness by Touch as per Note 3 below.  If an Arm is Crippled or Severed, DAM is reduced to 1d12.

Bite @ A = 6ML %, Reach 0 to 1, DAM = 2d12 + DL Poison Levels if DAM > 0 inflicted + if penetrates Causes Madness by Touch as per Note 3 below.

Sting from Tail @ A = 12ML %, Reach 1 to 4, DAM = d12 + DL Poison Levels if DAM > 0 inflicted

or

Spike from Tail @ Range = 160 ft, Rate of Fire = 1 / MR, A = 6ML %, DAM = d6 +1 vs leather, +2 vs chain, +3 vs plate

HitLoc Table: (Wings and Tail are only applicable if the Jack O'Lantern has them)

HitLoc Area

All Aspects

Head

01 to 26

Arms / [Wings] (*2)

 27 to 56

Chest

57 to 106

Abdomen

107 to 136

Hind Legs (*2) 137 to 166

Tail

[-14 to 0]

ADS: DL/3 FRD all over

May wear mismatched bits of Armour.

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 20% Unconscious, Co check vs Death
  40% Decapitation, Death
Wings (*2) 30% Co check vs Wing Crippled
  60% Wing Crippled (spirals to ground), Co check vs Wing Severed
  90% Wing Severed (plummets to ground)
Arms (*2) 25% Co check vs Leg Crippled
  50% Leg Crippled, Co check vs Leg Severed
  75% Leg Severed
Chest 80% Incapacitated, Co check vs Death
  160% Death
Abdomen 60% Co check vs Death/3MR
  120% Death
Legs (*2) 25% Co check vs Leg Crippled
  50% Leg Crippled, Co check vs Leg Severed
  75% Leg Severed
Tail 25% Co check vs Tail Crippled
  50% Tail Crippled, Co check vs Tail Severed
  75% Tail Severed

See Note 9 below re effect of Death results.  Does not Bleed.

Thievish Abilities:

M on Th Activities:

Defensive ThL = DL

Other Abilities / Powers / Notes:

  1. Jack O' Lanterns are Demonic Servants of YWHRC, E/C Demigod of Madness, but as the Host of YWHRC has little discipline They roam free, esepcially in the deeper Levels of Despair.  Some may be Bound to serve as Guards for major Temples of YWHRC or of MORCOR, where They are usually mistaken for Bugbears by the Sane.
  2. Seeing them Causes Madness @ BTS 6DL% (Wp).
  3. Touch Causes Madness @ BTS 6DL% (Wp).
  4. Establishing Charm Link to them Causes Madness @ BTS 6DL% (Wp)
  5. Madness caused is Domain of Despair, unless subject is already in another Domain.
  6. Invulnerability 3: invulnerable to non-magical and silver attacks, vulnerable to magical attacks, other beings with Invulnerability 3 are vulnerable to it.  For further details see the Notes to the Elementalist Invulnerability Spell.
  7. DL% Magic Resistance: before It takes any Magical Spell or Effect (whether or not a saving throw needs to be made) roll > Magic Resistance on d100 or it has no effect.  Does not apply to DAM from magic weapons (but does apply to non-damage effects caused by those weapons).  Demon can waive the Magic Resistance, like choosing not to make a st.
  8. 66.6% of Them Regenerate @ 1 HP/MR in sec 6 of every MR, including that in which first take Damage.  Only Fire, Acid or Disintegration will prevent Regeneration.  The body Regenerates from the largest surviving piece.
  9. Walk in Madness: has separate Madness, Nightmare and Real Forms.  Can shapechange at will into another such form, thus appearing on the appropriate Plane with all possessions (which may include captured Beings) It is carrying as encumbrance at the equivalent point on that Plane to that on the Plane It just left.  If It suffers a Death result, only the Form it currently in is killed, and It loses that Form for a year and a Caeriad, but may continue unaffected in the remaining Forms.  If all Forms are lost, It is really Dead and Its soul goes to the House of Karma for reincarnation.
  10. Has a True Name, rendering It liable to be Bound in accordance with the Demon Summoning system.  Reading or speaking the True Name Causes Madness @ BTS 6DL% (Wp).  Teleports into the Outer Circle to which It has been Summoned, unless It is currently being Summoned (in which case the Summoning is deferred, multiple Summonings queuing in chronological order).  On being Dismissed, Teleports back whence It came.  Does not have the Power to Teleport voluntarily; only in response to Summoning.
  11. When Bound in Circle must use any of Its Powers or abilities as ordered.
  12. When Bound in Triangle must agree in a binding fashion to perform one service for the Operator, subject to sufficient payment, or must give a Pact to serve Operator for 1 Cd at any future time upon True Name call, subject to sufficient payment (usually a soul).
  13. Do not usually have minions, so do not give Familiars.

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