Headhunter Jack

Hey! It’s Halloween, so I’m posting an appropriately themed monster for the holiday. It’s your straightforward razor-wielding pumpkin monster that wants to lop off heads, so it can replace them. Like you do.

I hope you have a safe and enjoyable Halloween! See you soon with another monster.

This pumpkin wears a malevolent expression on its carved face. Strings of pulp dangle from the gourd as it flies. Two twig-like limbs wield wicked knives with surprising agility.
Headhunter Jack      CR 11
XP 12,800
CE Tiny undead
Init +7; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC 24, touch 20, flat-footed 16 (+7 Dex, +1 dodge, +4 natural, +2 size)
hp 142 (15d8+75); fast healing 5
Fort +10, Ref +14, Will +13
Defensive Abilities channel resistance +4, rejuvenation; DR 10/bludgeoning and good; Immune electricity, fire, polymorph, undead traits; Resist acid 10, cold 10
Weaknesses site bound
OFFENSE
Speed 5 ft., fly 40 ft. (perfect)
Melee +1 keen vorpal war razor +20/+15/+10 (1d2+8/17-20), +1 keen vorpal war razor +20/+15 (1d2+4/17-20), bite +15 (1d3-4 plus attach)
Space 2–1/2 ft.; Reach 0 ft.
Special Attacks affix to body, behead, deadly blades
STATISTICS
Str 2, Dex 24, Con —, Int 11, Wis 18, Cha 21
Base Atk +11; CMB +16; CMD 23
Feats Dodge, Flyby Attack, Improved Two-weapon Fighting, Lightning Reflexes[B], Mobility, Slashing Grace[ACG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (war razor)
Skills Disguise +23, Fly +25, Intimidate +23, Perception +22, Stealth +30
Languages Common
ECOLOGY
Environment any temperate land
Organization solitary
Treasure incidental (2 war razors)
SPECIAL ABILITIES
Affix to Body (Su) As a full-round action that does not provoke attacks of opportunity, a headhunter jack can place itself on a headless humanoid corpse that it has killed within the past minute. This works like the possession[OA] spell, except the headhunter jack retains control of its body. The corpse has undead traits. As a standard action, the jack can remove itself from the corpse.
Behead (Ex) In addition to beheading a creature through the vorpal properties of its weapons, a headhunter jack also beheads a creature it kills with a critical hit from a slashing weapon.
Deadly Blades (Su) A headhunter jack is proficient with all simple and martial slashing weapons. Slashing weapons in its possession gain the keen and vorpal weapon properties.
Rejuvenation (Su) A destroyed headhunter jack reforms in 1d6 days at the location of its creation. To permanently destroy a headhunter jack, its remains must be returned to the location of its creation and subjected to at least 10 points of bludgeoning damage from a good-aligned weapon. Additionally, all gourds within a 1-mile radius must be removed or destroyed.
Site Bound (Su) Until a headhunter jack first affixes itself to a body, it cannot move more than 1 mile from the point of its creation. If it does, it takes 1d6 points of Charisma damage for every hour it spends outside the boundaries. When the jack detaches from a body, it can declare that location as its new site, or it must return to its original site within 24 hours before taking Charisma damage.

Headhunter jacks are gourds (typically pumpkins) animated by the spirits of those killed by beheading. They seek revenge on the ones responsible for their deaths, along with all friends and family associated with their killers. While some headhunter jacks were good people in life and wrongfully slain, they all succumb to the rage fueling their revenge. Destroying them and preventing their spirits from possessing another gourd is the best way to release these twisted souls into their true reward.

Headhunter jacks are clever killers who pretend to be ordinary gourds carved with spooky faces. Only the knives they use as lethal implements give them away, but credulous victims may dismiss them as forgotten carving knives. Jacks leave their prisons by beheading humanoid prey and attaching themselves to their victims’ bodies. They then use hooded cloaks and other disguises to mask their horrific appearances, while they freely investigate their true marks. They supplement their hunts with general mayhem, often leaving clues pointing to their current hosts as perpetrators of their murders. The jacks’ necromantic energies slow the rate of decay of the bodies they ride, but they must refresh their hosts once a week. Since they cannot use mental abilities, they prefer targeting strong prey to better protect themselves.

Though the nature of headhunter jacks’ creation usually makes them lonely creatures, there are rare cases where mass beheadings near a patch of gourds generate a field full of the undead fiends.

HEADHUNTER JACK        CREATURE 11
CE Tiny Undead
Perception +22; darkvision
Languages Common
Skills Acrobatics +21, Deception +23, Intimidation +19, Stealth +24
Str –4, Dex +8, Con +5, Int +0, Wis +3, Cha +2
Items war razor

AC 30; Fort +18, Ref +24, Will +21
HP 205, fast healing 5, negative healing, rejuvenation; Immunities death effects, disease, electricity, fire, paralyzed, poison, unconscious; Weaknesses bludgeoning 10, good 10; Resistances acid 10, cold 10
Rejuvenation (necromancy, occult) A destroyed headhunter jack reforms in 1d6 days at the location of its creation. To permanently destroy a headhunter jack, its remains must be returned to the location of its creation and subjected to at least 10 points of bludgeoning damage from a good-aligned weapon. Additionally, all gourds within a 1-mile radius must be removed or destroyed.
Site Bound Until a headhunter jack first affixes itself to a body, it cannot move more than 1 mile from the point of its creation. If it does, it becomes drained 1 (or increases this value by 1) for every hour it spends outside the boundaries. When the jack detaches from a body, it can declare that location as its new site, or it must return to its original site within 24 hours before becoming drained.

Speed 5 feet, fly 40 feet
Melee [one-action] keen vorpal war razor +24 (finesse, magical), Damage 4d6+12 slashing
Affix to Body [three-actions] The headhunter jack attaches itself to the body of an adjacent creature it beheaded within the past minute. This has the same effect as the possession spell, with the target getting a critical failure on its saving throw, except since the jack is merged with the body, it is unaffected by that restriction of the spell.
Behead In addition to beheading a creature through the vorpal weapon property, a headhunter jack also beheads an eligible creature if it reduces the creature to 0 Hit Points with a critical hit from a slashing weapon and the creature fails a DC 27 Fortitude save.
Deadly Blades (evocation, occult) Any weapon a headhunter jack wields becomes a +2 keen striking vorpal weapon while the jack holds it. A weapon that isn’t eligible for the keen rune or vorpal rune doesn’t gain its effects.

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