Pumpkin King

Huge fey, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 21 (+5) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +3, Wis +6
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks not made with cold iron weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Legendary Resistance (3/Day). If the Pumpkin King fails a saving throw, they can choose to succeed instead.
  • Magic Resistance. The Pumpkin King has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. The Pumpkin King’s innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

ACTIONS

  • Multiattack. The Pumpkin King makes two vine attacks.
  • Vine. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16).
  • Harvest Dance (1/Day). A 15-foot-radius swirling vortex of gourds and vegetables extends out from the Pumpkin King, moves with they, and spreads around corners. The vortex lasts for 1 minute. Until the vortex ends, the area is difficult terrain for creatures other than the Pumpkin King, and when a creature enters the area for the first time on a turn or starts its turn in the area, it must make a DC 16 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

The Pumpkin King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Pumpkin King regains spent legendary actions at the start of its turn.

  • Move. The Pumpkin King moves up to their speed without provoking opportunity attacks.
  • Vine Attack. The Pumpkin King makes one vine attack.
  • Fire-Fallow (Costs 2 Actions). Magical fire ignites from within the Pumpkin King’s pumpkin head, flickering out from their eyes and twisted mouth. Each creature within 10 feet of the Pumpkin King that can see them must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. The fire remains until the start of the Pumpkin King’s next turn. While this fire lasts, a creature that touches or hits the Pumpkin King with a melee weapon while within 5 feet of the Pumpkin King takes 5 (1d10) fire damage.
  • Cast a Spell (Costs 3 Actions). The Pumpkin King casts a spell from their list of innate spells, consuming a use of the spell as normal.

ABOUT

Wooden roots twist together to create a towering spindle draped in a cloak of verdant leaves. An impossibly large pumpkin carved with a twisted smile crowns the figure.

Lord of Harvest. The Pumpkin King is a minor fey lord who rules over bountiful harvest, particularly in the autumnal seasons before snow blankets the world. The Pumpkin King can make a region flourish, changing barren farms and struggling villages into fruitful locales with a single blessing.

Unknown Deal. The Pumpkin King listens from their hidden patch in the lands of the fey, waiting to hear the desperate pleas of struggling farmers and starving villagers. Once the Pumpkin King hears such a request, they place their blessing upon the land, bringing ten years of prosperity. What the farmers do not know is that upon the moonrise of the tenth year, the Pumpkin King returns to collect the promised share of the harvest.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete license attribution - see the full license for this page