Hoppin' Jack (5e Creature)

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Hoppin' Jack[edit]

Medium plant, unaligned


Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 7 (-2) 16 (+3) 11 (+0)

Damage Vulnerabilities fire, slashing
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 3 (700 XP)


Charge. If the hoppin' jack moves at least 15 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage.

False Appearance. While the hoppin' jack remains motionless, it is indistinguishable from a large carved pumpkin.

Standing Leap. The hoppin' jack's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS

Deadly Leap. If the hoppin' jack jumps at least 15 feet as part of its movement, it can then use this action to land upright in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 19 (4d6 + 5) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the hoppin' jack's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the hoppin' jack's space.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

REACTIONS

Berserk Carve. When the hoppin' jack takes slashing damage, it retaliates by moving up to half its speed and making a slam attack.

This particular pumpkin seeks revenge for being carved. Its hearty leaps become quicker the more it is carved into.


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