Pumpkin King

Old farmsteads tell of a night when a harvest king was crowned with stolen life; children carved his face into a gourd and placed it on a stake as a prank. The prank, fed by a hag's bargain and the sorrow of a broken harvest, rose with a hunger for rule. Farmers whisper that the Pumpkin King once sat at long forgotten harvest feasts, and that to find his lair you must follow the path of orange light on the mistiest October nights.

HugeUndead(plant-undead)CR CR 12Neutral Evil

Pumpkin King

undeadplantcontrollersummonerbossseasonal
HP168AC18SPD40 ft., Climb 20 ft., Vine-lash reach 15 ft.CR12 (8,400 XP)IntimidationPerceptionStealthAthletics
STR
20
DEX
14
CON
22
save
INT
12
WIS
16
save
CHA
20
save
Undying Harvest. The Pumpkin King is immune to being charmed, poisoned, or diseased. It does not need to eat, sleep, or breathe. Magical attempts to calm or charm it automatically fail unless the magic is specifically radiant-cleansing or a wish-level effect.
Innate Spellcasting. The Pumpkin King is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save , to hit with spell attacks). It has the following innate spells prepared: at will - Seedbolt; 3/day each - Command, Entangling Vines; 2/day each - Fear, Wall of Thorns, Blightfield.
Hollow Resilience. When the Pumpkin King would be reduced to 0 hit points, it instead sheds its outer rind and reforms if its carved crown remains intact. The first time this happens it instantly regains 60 hit points. The crown can be destroyed (AC 18, 30 hit points) to prevent reforming. This trait can activate once per day.
Terrifying Grin. The Pumpkin King's frightening visage forces creatures that start their turn within 30 feet and can see the King to succeed on a Wisdom save or be frightened until the start of their next turn. Creatures that succeed are immune to this effect for 24 hours.
Harveststride. The Pumpkin King ignores difficult terrain produced by plants and can move through a space occupied by non-magical plants as if they were not difficult terrain.
Multiattack. The Pumpkin King makes two attacks: one with its Scepter and one with its Jack-Slam. If the Jack-Slam hits a creature that is Huge or smaller, that creature must succeed on a Strength save or be knocked prone. The Pumpkin King can replace one of these attacks with a Vine Snare attack when it wants to grapple or restrain.
Pumpkin Scepter. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () bludgeoning damage plus 10 () necrotic damage. On a hit the target is also forced to make a Wisdom saving throw or be frightened of the Pumpkin King until the end of its next turn.
Jack-Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () bludgeoning damage. If the target is prone, this attack deals an extra 9 () bludgeoning damage as the Pumpkin King crushes them.
Seedbolt. Ranged Spell Attack: to hit, range 60/180 ft., one target. Hit: 27 () necrotic damage. Creatures reduced to 0 hit points by this attack crumble into a burst of seeds and vines that fill a 5-foot-radius sphere centered on them; creatures that enter this area or start their turn there take 7 () necrotic damage.
Vine Snare. The Pumpkin King lashes a 15-foot-long thick vine at a creature it can see within 20 feet. The target must succeed on a Dexterity saving throw or be restrained by writhing vines. A restrained creature can use its action to make a Strength check against , freeing itself on a success. The vines have AC 12 and 20 hit points. If the vines are reduced to 0 hit points, the restrained creature is freed but knocked prone.
Exploding Lanterns. The Pumpkin King animates up to three pumpkins or gourds within 60 feet that latch onto humanoids and explode on command. Each animated pumpkin charges a creature of the Pumpkin King's choice within 30 feet and on contact explodes dealing 14 () fire damage and 14 () necrotic damage in a 10-foot radius - Dexterity half. An animated pumpkin has AC 11, 10 hit points, and an attack bonus of +7.
Harvest Parry. When a creature hits the Pumpkin King with a melee attack the Pumpkin King can lash out with a counter-vine. The attacker must succeed on a Dexterity saving throw or be restrained until the end of its next turn. A creature that succeeds is pushed 10 feet away instead.
Vine Lash. Vine Lash - The Pumpkin King uses a vine attack or moves up to half its movement without provoking opportunity attacks, making a Vine Snare attempt if it ends within range of a creature.
Quick Seed (Costs 2 Actions). Seedbolt - The Pumpkin King casts Seedbolt (as its action) at a target it can see.
Regal Command (Costs 3 Actions). Regal Command - The Pumpkin King forces one creature of its choice that can hear and see it within 60 feet to make a Wisdom save or use its reaction to move up to 20 feet toward the King's choice and take no other reaction this turn. Undead and plant creatures that fail are compelled to obey a single simple command for 1 minute.
1st level
CommandEnchantment The King speaks a command that can force a creature to flee, grovel, or otherwise obey short orders for 1 round. Wisdom save negates.
2nd level
Entangling VinesTransmutation The King causes vines to erupt and entangle creatures in a 20-foot square. Affected creatures must make a Dexterity save or be restrained.
3rd level
SeedboltNecromancy A crackling bolt of necrotic energy that the Pumpkin King hurls as an attack. Counts as a ranged spell attack.
Wall of ThornsConjuration The King creates a 30-foot-long wall of jagged, thorny vines. Creatures that pass through take slashing damage and must make a Dexterity save to avoid becoming restrained.
4th level
BlightfieldNecromancy The King calls forth a wave of blight upon a 20-foot-radius, optional targeting of plant life and dealing necrotic damage to creatures in the area. The spell favors plant growth corruption.
FearIllusion The King lashes psychic fear into the hearts of nearby foes. Creatures must make a Wisdom save or become frightened for up to 1 minute.
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