b'Jack o\xe2\x80\x99 Lantern \n'b'  Medium   construct ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  135 (18d8 + 54)  Speed  40 ft.\n'b' STATS STR: 14 (+2) DEX:  21 (+5)  CON:  17 (+3)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  fire; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned , unconscious  Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages of its creator, but can\xe2\x80\x99t speak  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Eerie Presence . A creature that starts its turn within 40 feet of the jack o\xe2\x80\x99 lantern, and can see it, must succeed on a DC 16  Wisdom  saving throw, or be overcome with a magical uneasiness until the start of its next turn. While under this effect, the creature has disadvantage on  attack  rolls and ability checks. A creature that is immune to being  frightened  is immune to the jack o\xe2\x80\x99 lantern\xc2\x92s Eerie Presence. Similarly, a creature that has advantage on saving throws against being  frightened  has advantage on its saving throws against the jack o\xe2\x80\x99 lantern\xc2\x92s Eerie Presence. \n'b'  False Appearance . While the jack o\xe2\x80\x99 lantern remains motionless, it is indistinguishable from a mundane scarecrow with a pumpkin head. \n'b'  Lantern Light . The jack o\xe2\x80\x99 lantern emits dim light in a 20-foot radius. Creatures in this area, that can see the jack o\xe2\x80\x99 lantern\xe2\x80\x99s light, have disadvantage on saving throws against being  frightened  and any scarecrow\xe2\x80\x99s Eerie Presence. \n'b'  Actions \n'b'   Multiattack . The jack o\xe2\x80\x99 lantern makes two claw attacks. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'  Fire Breath (Recharge 5-6) . The jack o\xe2\x80\x99 lantern\xe2\x80\x99s head exhales a magical gout of fire in a 40-foot cone. Creatures in the area must make a DC 14  Dexterity  saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A scarecrow reduced to  0 hit points  by this damage is not destroyed, but transformed into a scorched effigy with full  hit points .'