AC 14 (natural armor)
HP 33 (6d8+6; bloodied 16)
Speed 40 ft.
Proficiency +2; Maneuver DC 13
Skills Acrobatics +5 (+1d4), Deception +3, Stealth +5 (+1d4)
Senses passive Perception 9
Languages Common, Elvish, Sylvan
Innate Spellcasting. Spring-Heeled Jack’s innate spellcasting ability is Charisma (spell save DC 11). He can innately cast the following spells, requiring no material components.
At-will: feather fall , pass without trace
1/day: passwall
Vault. Spring-Heeled Jack is capable of leaping great heights and distances, and doubles the distance of his long and high jumps. Additionally, he may jump up to 20 feet vertically without provoking opportunity attacks . This feature functions identically to the levitate spell, except Jack can also move horizontally as long as the total distance moved is no more than 20 feet. This ability may be used multiple times in a turn as long as Jack lands on a stable surface between jumps.
ACTIONS
Wicked Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. On a critical hit against a creature, the target takes 1d4 ongoing piercing damage until it regains hit points or a creature uses an action to make a DC 13 Medicine check on it.
Breath Weapon (Recharge 5–6). Spring-Heeled Jack breathes fire in a 15-foot cone. Creatures in the area make a DC 13 Dexterity saving throw , taking 10 (3d6) fire damage on a failed save or half damage on a success.
BONUS ACTIONS
Frightening Gaze (3/Day). Spring-Heeled Jack targets up to 3 creatures within 60 feet. Each creature makes a DC 11 Wisdom saving throw or becomes magically frightened for 1 minute. At the end of each of its turns, a frightened creature repeats the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to Spring-Heeled Jack’s Frightening Gaze for 24 hours.