Hinkypunk
About
A hinkypunk is a one-legged marsh thing carrying a lantern whose flame remains dry in the heaviest rain. It hops just far enough ahead to resemble a traveler on safe ground, pausing whenever those behind begin to doubt. The light leads toward bog water, quarry edges and paths that end at old graves. Catching the creature matters less than refusing its route; once a group chooses its own landmark, the hinkypunk becomes furious enough to reveal how small it really is.
Stats
Save Rolls
Traits
Special Attack
Follow the Lantern: creatures within 40 ft make a Mind save; those that fail move toward the light on their next turn and cannot perceive dangerous ground along that movement. Marsh Kick: bludgeoning, melee 5 ft, +2 to hit, 1d6+2.
Special Defense
Choose a Fixed Star: a creature that spends its turn naming and following a fixed landmark becomes immune to Follow the Lantern for the encounter. Covering the hinkypunk's lantern reduces its AC to 10 and ends the effect on every creature. In full daylight it has no physical form.