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Spring-Heeled JackCreature 3

Source Pathfinder Lost Omens: Monsters of Myth
Perception +10 (low-light vision)
Languages Common, Sylvan
Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation +10, Stealth +11, Thievery +9
Str +3, Dex +4, Con +1, Int +0, Wis +1, Cha +3

AC 18; Fort +6; Reflex +13; Will +8;
HP 45
Speed 40 feet

Little Love One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d4+5 Piercing
Little Love One Action +12 (+8, +4) to hit (agile, thrown 10, versatile s) 1d4+5 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

15 feet Aura DC 17 will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Breath Weapon Two Actions (evocation, fire, primal)

Spring-Heeled Jack exhales a gout of bright blue fire that deals 4d6 fire damage in a 15-foot cone (DC 20 basic reflex save).

He can't use Breath Weapon again for 1d4 rounds.

Malicious Stab

Spring-Heeled Jack deals an additional 1d6 precision damage to Flat-Footed or Frightened creatures (2d6 precision damage to creatures that are both flat-footed and frightened).

Vault One Action (move)

Spring-Heeled Jack jumps up to 20 feet in any direction, including vertically. This movement doesn't trigger reactions based on movement.

Innate Primal Spells (DC 20, +12 to hit)

1st Level: Feather Fall (At Will), Pass Without Trace (Constant)
5th Level: Passwall

The greatest secret of the murderous trickster known as Spring-Heeled Jack is that he isn't a unique creature. Instead, he's one of a rare type of fey native to the First World who enjoy causing bloody mayhem in the Material Plane. These fey are so rare and so distrustful of one another's company that two have never been seen together; the mistaken assumption that only a single Spring-Heeled Jack exists is therefore entirely understandable. The fact that sightings occur across Ustalav (and beyond) and across centuries of time is ascribed to the trickster's long lifespan and mysterious ability to travel quickly, or to the belief that there's no such creature, merely an urban legend that twisted minds attempt to bring to life through costumes, magic, and a series of murders and mayhem. Even in fear-drenched Ustalav, no one has yet guessed that multiple Spring-Heeled Jacks exist or postulated that some future event might drive them to overcome their mutual disdain and gather into a murderous cabal, far more powerful than the sum of its parts.

Spring-Heeled Jacks are cruel-eyed, hairy fey with vaguely humanoid shapes and extra features that cause them to be easily mistaken for demons or devils. Glowing eyes, cloven hooves, menacing horns, and a pointed tail combine to create the mien of a wicked imp; his love of sudden and sadistic violence completes the impression. Almost all have jet-black skin and fur, though a few exceptions might exist.

Spring-Heeled Jacks typically hide their features in tattered cloaks, appearing as a hunched elder or a youth in the nighttime conditions they enjoy. Such a disguise rarely holds up to any scrutiny, but that doesn't matter much to the Spring-Heeled Jack, who only needs something that offers just enough doubt for their target to move within striking distance, which can be from much farther away than most other creatures even realize. Once close enough, the Spring-Heeled Jack leaps startling distances in the blink of an eye to easily slash at a victim who had, until that moment, considered themself safe.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.


Creatures of the First World are called the fey.