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Nerdarchy > Dungeons & Dragons  > Adventure Hooks  > Halloween in D&D: Summoning the Legend of Stingy Jack into Your Campaign
Stingy Jack for D&D

Halloween in D&D: Summoning the Legend of Stingy Jack into Your Campaign

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Hey there, D&D fans! It’s spooky season with Halloween coming up, and I’ve got something wickedly cool for your game night. Ever heard of Stingy Jack? He’s this sneaky dude from Irish mythology who tricked the devil – not just once, but twice. Pretty badass, right? Let’s steal some of that Halloween magic and throw it into our D&D sessions.

5E Warlock How I Got My Powers (The Stingy Jack Edition)

Stingy Jack: The Devil’s Worst Nightmare

This guy is like the original con artist. Jack’s shenanigans with the devil are the stuff of legends, perfect for spicing up our D&D games. Picture this: your players dealing with a character who’s outwitted the devil himself. Talk about some intense plot twists!

Meet Your New Favorite Warlock

Stingy Jack screams Warlock material. Heck, he even inspired the iconic Jack Skellington. Imagine your Warlock character channeling some of Jack’s cunning and trickery. Or better yet, consider using him as a warlock patron in your game. A patron who’s played games with the devil himself? That’s epic!

Your Creepy NPC Alert: Undead Warlock Stingy Jack

How cool would it be to have Stingy Jack pop up as an NPC? Picture a Halloween-themed session with Jack as this mysterious, undead Warlock handing out quests. With his crazy backstory, the possibilities for his character are endless. It’s like giving your game a Halloween makeover!

Stingy Jack, a D&D Monster with a Twist

Don’t just stick Jack in a box. He can be a fountain of spooky info for your players, a brutal monster to beat, or that gray character who’s good but also kind of not. And him as a quest-giver? Your players won’t see that coming!

Here is a stat block for this myth:

Stingy Jack, the DeceiverStingy Jack for D&D

Medium undead, chaotic neutral

Armor Class: 15 (Natural Armor)
Hit Points: 136 (16d8 + 64)
Speed: 30 ft.

| STR       | DEX        | CON      | INT       | WIS      | CHA    |
| 10 (+0) | 16 (+3)    | 18 (+4) | 14 (+2) | 12 (+1) | 17 (+3) |

Saving Throws: Dex +7, Wis +5, Cha +7
Skills: Deception +11, Persuasion +11, Stealth +7
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Infernal
Challenge: 10 (5,900 XP)

Innate Spellcasting. Stingy Jack’s spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

– At will: Disguise Self, Minor Illusion, Prestidigitation
– 3/day each: Charm Person, Darkness, Invisibility, Misty Step
– 1/day: Mislead

Cunning Deceiver. Stingy Jack has advantage on saving throws against being detected by magical means, and he can hide even when only lightly obscured.

Jack’s Lantern. As a bonus action, Stingy Jack can summon or extinguish a mystical lantern. While the lantern is lit, all creatures within a 30-foot radius must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Jack’s Lantern for the next 24 hours.

Ethereal Step. As a bonus action, Stingy Jack can magically shift from the Material Plane to the Ethereal Plane, or vice versa.


Multiattack. Stingy Jack makes two attacks with his Cursed Blade.

Cursed Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) slashing damage plus 14 (4d6) necrotic damage.

Devil’s Bargain (Recharge 5-6). Stingy Jack attempts to strike a bargain with a creature he can see within 30 feet of him. The target must succeed on a DC 15 Charisma saving throw or be Charmed by Stingy Jack for 1 hour. While Charmed in this way, the creature obeys Stingy Jack’s spoken commands. If the creature suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success.

Stingy Jack is a cunning foe, capable of deceit and manipulation. He prefers to avoid direct combat, using his spells and abilities to mislead, frighten, and control others. In a battle, he uses his Ethereal Step to outmaneuver opponents and his Devil’s Bargain to turn the tide by manipulating his enemies.

Level Up Your D&D Campaign with Warlock Patron Stingy Jack

Why settle for a one-night adventure when you can have a whole campaign with Stingy Jack as a warlock patron? Imagine your players tangling with his minions before they can even get to him. It’s like the ultimate Halloween showdown.

So, there you go! Stingy Jack isn’t just some old myth. He’s your ticket to an unforgettable, spooky D&D session this Halloween. How would you bring Jack into your game? I’d love to hear your crazy ideas in the comments!

Stay spooky and roll those dice with style!

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Nerdarchy staff