Senses: low-light vision, tremorsense 30’
AC: +3 natural
Saves: Fort +3, Ref +0, Will +0
Aura: fear (20’, Cha mod/day, DC 10 + 1/2 HD + Cha mod + 4 racial)
Defences: partial plant traits (+2 vs mind-affecting effects [charms, compulsions, morale effects, patterns, and phantasms], plants breathe and eat, but require half as much sleep/rest as the base creature)
Resist: fire 5 + HD
Speed: -10’ (-5’)
Attacks: bite (1d6 plus Str mod), slam (1d4 plus Str mod strangling entangle)
Special Attacks: breath weapon
Abilities: Str +4, Con +2, Wis +4
CMD: can’t be tripped
Skills: [2 + Int mod] perception, stealth
SQ: pumpkin form
Breath Weapon (Ex) [3 + Con mod/day] – (5’ + 5’ for every 4 HD) cone, 1d10 fire damage for every 2 HD, Reflex DC (10 + 1/2 HD + creature’s Con modifier +4)
Explode (Ex) One round after a jack-o’-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. Creatures within (5’ + 5’ for every 4 HD) of an exploding jack-o’-lantern must succeed at a DC 10 +1/2 HD + creature’s Con mod Reflex save or take 1d6 fire damage for every 2 HD the creature possesses and be stunned for 1 round. A successful save halves the damage and negates the stun.
Fear Aura (Su) [Cha mod/day] ]Any creature within 30’ of a jack-o’-lantern must succeed at a DC (10 +1/2 HD + Cha mod) Will save or be shaken for 2d6 minutes. If the Will save is successful, the creature is immune to that jack-o’-lantern’s fear aura for 24 hours. This is a vision-based mind-affecting fear effect. The save DC includes a +4 racial bonus.
Pumpkin Form (Su) A jack-o’-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost perfectly with normal pumkins and take 20 on its Stealth checks to hide in plain sight as a normal pumpkin. While using this ability, a jack-o’-lantern loses its ability to use its fear aura. A jack-o’-lantern can use this ability as a full-round action and end it as a free action.
Strangling Ensnare (Ex) [Con mod/day ]A jack-o’-lantern’s slam attack can be used to entangle its target in its vines for 2d4 rounds unless the target succeeds at a DC (10 + 1/2 HD + Con mod) Reflex save. The target can attempt to burst these entangling vines before the duration expires with a successful DC (10 + 1/2 HD + Con mod) Strength check as a full-round action. While the target is entangled, its vines also grasp at the targets mouth. The target cannot speak or cast spells with verbal components while it is entangled by the jack-o’-lantern. When a creature is entangled by this ability, the jack-o’-lantern loses its slam attack, but it can end this ability as a free action.