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Spring-Heeled Jack

Adversary overview

A cunning villain that has an unnatural ability to scale obstacles and can breathe fire.

There are many theories about the nature and identify of Spring-Heeled Jack. Most describe him however as having a terrifying and frightful appearance, nearly devil-like with clawed hands and eyes that resemble fireballs. Some add to that, that he wears a black cloak with something like a tight-fitting white garment like an oilskin. He is tall and thin and several reports mention that he could breathe blue flames and could make extraordinary leaps.

Inspired by the victorian english folklore.

Stat block

Tier
2
Type
Skulk
Difficulty
15
HP
4
Stress
4
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
17
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 2d8+4
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Jump Away

    Before or after making a standard attack, you can mark a Stress to unnaturally jump to a location within Far range. This feature can also be used as an action without marking a Stress.

Actions

  • Ignite

    Make an attack against a target within Very Close range. On a success, the target takes 1d10 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d6 magic damage when they make an action roll.

Reactions

Motives & tactics

Stick to the shadows Stalk Hunt prey Stay mobile

Experiences

  • Terrorize +2

Spring-Heeled Jack

Tier 2 skulk

A cunning villain that has an unnatural ability to scale obstacles and can breathe fire.

Motives & Tactics: Stick to the shadows, Stalk, Hunt prey, Stay mobile

Difficulty: 15 | Thresholds: 9/17 | HP: 4 | Stress: 4

ATK: +2 | Claws: Melee | 2d8+4 Physical

Experience: Terrorize +2

HP:

STRESS:

Features

Jump Away - Passive: Before or after making a standard attack, you can mark a Stress to unnaturally jump to a location within Far range. This feature can also be used as an action without marking a Stress.
Ignite - Action: Make an attack against a target within Very Close range. On a success, the target takes 1d10 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d6 magic damage when they make an action roll.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.