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Pumpkinhead

Medium plant, chaotic evil

Armor Class 14
Hit Points 95 (10d8 + 50)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 13 (+1)

Condition Immunities blinded, deafened
Senses blindsight 60 ft, passive Perception 10
Languages Common, Infernal
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Magic Resistance. Pumpkinhead has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. Pumpkinhead makes two slam attacks, or a slam attack and a grasping arm attack. He may also hurl a pumpkin while above ground.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.
  • Grasping Arm. Melee Weapon Attack: +5 to hit, reach 25 ft., one target. Hit: The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Pumpkinhead can only have one creature grappled at a time.
  • Hurl Pumpkin (Above Ground Only). Pumpkinhead telekinetically hurls a pumpkin within 60 feet of him that he can see. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one creature. Hit: 7 (1d10 + 2) bludgeoning damage.
  • Reel. Pumpkinhead pulls each creature grappled by him up to 25 feet straight toward him.
  • Squash Bugs. Targeting one grappled creature within 5 feet of him, Pumpkinhead exhales a swarm of squash bugs which infest the creature, entering orifices and biting skin. The creature must make a DC 14 Constitution saving throw, suffering 6d8 necrotic damage on a failed saving throw, or half as much damage on a successful save.

LAIR ACTIONS

While in his pumpkin patch or his underground lair, Pumpkinhead can take lair actions. On initiative count 20 (losing initiative ties), Pumpkinhead can take a lair action to cause one of the following magical effects. Pumpkinhead can’t use the same effect two rounds in a row.

  • Create Shambling Mound (Above Ground Only). Pumpkinhead creates a shambling mound, appearing in an empty space within 60 feet of Pumpkinhead that he can see.
  • Flailing Vines. Thick, flailing vines sprout in a 15-foot radius centered on a point within 60 feet that Pumpkinhead can see. These vines wither away after 1 minute. For the duration, that area is difficult terrain for non-plant creatures. In addition, each creature in that area when the vines appear must succeed on a DC 14 Dexterity saving throw or fall prone.
  • Take Root. Pete’s viny feet dig into the soil. Until start of his next turn, Pumpkinhead’s movement is reduced to 0 and he cannot take the dash, dodge, or disengage actions. In addition, Pumpkinhead has advantage on Strength savings throws and cannot be knocked prone.

LEGENDARY ACTIONS

Pumpkinhead 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. Pumpkinhead regains spent legendary actions at the start of his turn.

  • Attack. Pumpkinhead uses either his Slam, Grasping Arm, Reel, or Squash Bugs action.
  • Maneuver. Pumpkinhead takes the dash, dodge, or disengage action.
  • Feed the Tree (Cost 2 Actions). Pumpkinhead draws life from his lair, regaining 20 hit points.
Section 15: Copyright Notice

Horror at Devil’s Run, © 2022, Jeff Stevens Games Llc; Author Jeff C. Stevens

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