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Giant, Jack in Irons

Giant, Jack in Irons
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Jack-in-Irons is a nightmarish creature of Yorkshire legend, a hulking giant that instills fear and dread wherever he roams. Cloaked in darkness, he stands at a towering height, with a grotesque, misshapen figure that’s more grotesque than human. His body is encased in heavy chains, which rattle ominously as he moves, serving as a sinister warning to those who encounter him.

From a distance, it’s evident that Jack-in-Irons is draped in the severed heads of his unfortunate victims, each a gruesome trophy that testifies to his malevolence. His eyes gleam with an eerie malevolence from within the shadows of his grotesque, featureless face, and a sense of foreboding surrounds him like an oppressive shroud.

This monstrous figure is a symbol of terror, a relentless guardian of the desolate roads and a harbinger of doom for those who cross his path. Jack-in-Irons epitomizes the fear of the unknown, a creature whose presence alone chills the bravest of hearts and who leaves behind a trail of nightmares and cautionary tales.


  • Jack-in-Irons 5e
  • Jack in Irons Pathfinder
Jack in Irons
Image (midjourney.com)

Large Monstrosity (giant), chaotic evil

Armor Class 16 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft.

Abilities

StrengthDexterityConstitutionIntelligenceWisdomCharisma
24 (+7)8 (-1)20 (+5)7 (-2)10 (0)6 (-2)

Skills Intimidation +4 Senses Darkvision 120 ft., Passive Perception 10 Languages Common (understands but does not speak) Challenge 10 (5,900 XP)

Chains of Dread. Jack-in-Irons is covered in heavy chains, which serve as natural armor. Any creature that starts its turn within 10 feet of Jack-in-Irons must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Heads of Horror. Jack-in-Irons wears the severed heads of his victims, granting him an eerie presence. Any creature attempting to attack Jack-in-Irons with a melee attack must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Multiattack. Jack-in-Irons makes three attacks: one with his spiked club and two with his iron fists.

Spiked Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

Iron Fists. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 7) bludgeoning damage.

Lair Actions

On initiative count 20 (losing initiative ties), Jack-in-Irons takes a lair action to cause one of the following effects:

  • He summons an eerie fog that fills a 60-foot radius around him, heavily obscuring the area.
  • Jack-in-Irons rattles his chains menacingly, forcing all creatures within 60 feet to make a DC 15 Wisdom saving throw or become frightened for 1 minute.
  • He lets out a terrifying scream, causing all creatures within 60 feet to make a DC 15 Wisdom saving throw or become paralyzed with fear for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

Jack-in-Irons can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jack-in-Irons regains spent legendary actions at the start of his turn.

  • Attack. Jack-in-Irons makes one attack with his spiked club or iron fists.
  • Rattle Chains (Costs 2 Actions). Jack-in-Irons uses his Chains of Dread ability.
  • Terrifying Roar (Costs 3 Actions). Jack-in-Irons lets out a blood-curdling scream, forcing all creatures within 60 feet to make a DC 15 Wisdom saving throw or become frightened for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Source: Pathfinder d20pfsrd.com

Jack-In-Irons is a giant of Yorkshire lore who haunts lonely roads. Brutish, warty, hairy, and stinking of oil and iron, this creature has a jutting lower jaws and tusk like teeth, not unlike a hobgoblin of huge size wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist. He wields a large, spiked club.

Jack-in-Irons Giant CR 17
XP 102,400

CE Huge humanoid (giant)

Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +27
DEFENSE
AC 28, touch 9, flat-footed 27 (+1 Dexterity, +19 natural, -2 size)

hp 321 (26d8+204)

Fort +23; Ref +11; Will +12

Defensive Abilities rock catching
OFFENSE
Speed 40 ft.

Melee spiked Greatclub +31/+26/+21/+16 (3d8+19 plus daze) or great chain +31/+26/+21/+16 (2d8+13 plus daze) or 2 slams +30 (2d6+13 plus daze)

Ranged rock +19 (2d6+19)

Space 15 ft.; Reach 15 ft.

Special Attacks daze, pound, rock throwing (140 ft.), shake the earth, trample (2d6+19, DC 36)
STATISTICS
Strength 36, Dexterity 12, Constitution 26, Intelligence 10, Wisdom 14, Charisma 11

Base Atk +19; CMB +34 (+36 sunder, +38 bull rush); CMD 45 (47 vs. sunder, 49 vs. bull rush)

Feats Awesome Blow, Cleave, Endurance, Greater Bull Rush, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (great chain), Martial Weapon Proficiency (Greatclub), Power Attack, Weapon Focus (Greatclub), Weapon Focus (chain)

Skills Climb +18, Intimidate +25, Perception +27, Survival +11

Languages Giant

Gear spiked Greatclub, great chain
SPECIAL ABILITIES
Daze (Ex) Any creature hit by a jack-in-iron’s melee attack must succeed on a DC 36 Fortitude save or be dazed 1d2 rounds. The save DC is Strength-based and is a function of the jack-in-irons not its weapon(s).

Pound (Ex) A jack-in-irons that makes a successful grapple check against a foe two or more sizes smaller than itself can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 2d6+19 points of bludgeoning damage to the victim. In addition, the opponent must succeed on a DC 36 Fortitude save or be stunned for one round. A jack-in-irons can perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.

Shake the Earth (Ex) As a standard action, a jack-in-irons can stomp its foot on the ground causing powerful vibrations to radiate out around the giant. Any creature within 5 feet of the jack-in-irons must succeed on a DC 36 Reflex save or fall prone. The save DC is Strength-based.

ECOLOGY
Environment temperate plains and forests

Organization solitary

Treasure standard

The jacks-in irons enjoy fastening gate chains and portcullis chains around their wrists, fore-arms and shins and tie chains about their throats, shoulders and waists which hang with the heads of their many victims. Jacks-in-irons frequently operate as highwaymen, making their dwellings in ruined towers along abandoned roads. From this base they roam out along old country trails ambushing unwary travelers, trade caravans and the knights assigned to protect them. They are known to take prisoners and hold them for high ransom.

Goblins often follow a jack-in-irons as their king or leader due to its massive size, brute strength, and penchant for wickedness’ all of which are things that such evil creatures admire. A jack-in-irons stands 20 to 25 feet tall and weighs 13,000 to 15,000 pounds. It prefers to dress in dark colors such as black or brown and always wears a multitude of chains about its body (as bracelets, necklaces, or slung about its shoulders). Its hair is dark and matted and many male jack-in-irons sport thick, bushy beards. Its eyes are purplish-black with light green irises.

Jack-in-irons speak Giant.

Bull rush, Awesome Blow, bash, bash, bash, Cleave, rinse and repeat if necessary until they are out of attacks or out of enemies. Jacks-in-irons think of themselves as invincible and fight to the death.

Section 15: Copyright Notice – Tome of Horrors Complete

Jack-in-Irons Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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