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    The Pumpkin King
    by Radojavor


    The Great Pumpkin

    Large Plant (Augmented Humanoid)
    Hit Dice: 16d8+128 (216 hp)
    Initiative: +8
    Speed: 40 feet (8 squares)
    Armor Class: 24 (Dex +4, Dodge +4, Natural Armor +8, Size -2), touch 16, flat-footed 16
    Base Attack/Grapple: +12/+19
    Attack: Claw +19 (2d8+7, +2d4 fire)
    Full Attack: 2 Claws +19 (2d8+7, +2d4 fire), Bite* +14 (1d10+3, +3d6 fire)
    Space/Reach: 10 feet/10 feet
    Special Attacks: Bloodboiling Wounds, Crow’s Cackle, Creeping Dread, Dreadfire Breath, Spell-like Ability
    Special Qualities: Black Flame Candle, Fire Immunity, Frightful Presence, Living Wood, Plant Traits, Wiry Frame
    Saves: Fort + 13, Ref + 18, Will + 18
    Abilities:Str 24, Dex 18, Con 26, Int 16, Wis 14, Cha 26
    Skills: Hide* +18, Intimidate +19, Move Silently* +18, Perform (Dance) +27, Tumble +23
    Feats: Ability Focus (Creeping Dread), Ability focus (Dreadfire Breath), Improved Initiative, Improved Toughness, Force of Personality
    Environment: Any Rural
    Organization: Unique
    Challenge Rating: 20
    Treasure: Double, only wondrous items and magic weapons.
    Alignment: usually Neutral Evil, sometimes True Neutral (see text)
    Advancement: N/A

    *The Great Pumpkin’s Bite natural attack deals bludgeoning damage instead of piercing.

    Skills: The Great Pumpkin receives a +8 racial bonus to Hide and Move Silently when in rural areas, fields, or tall grass. Bonuses are not reflected in stat block.

    Description/background/characteristics

    Combat

    Black Flame Candle (Ex)
    The source of the life, so fragile! Though for all its fury and anger, naught but a tiny flame flickers within that hollow husk.
    The source of the Great Pumpkin’s life is the black flame candle located within the pumpkin husk that is its head. Once lit at the beginning of its cycle, the candle will burn for eight hours.

    When submersed in water, the Great Pumpkin must succeed a DC 25 fort save to keep its candle alight within the water. Any attack that deals over 20 points of water damage has a 10% chance of dousing the candle that fuels the Great Pumpkin's life.

    If the candle’s flame is put out for any reason, the Great Pumpkin immediately vanishes, leaving its treasure behind.

    Bloodboiling Wounds (Su)
    Any creature that takes damage from the Great Pumpkin's claw attack receives an equal amount of damage at the beginning of their next turn.

    Creeping Dread (Su)
    Vines, tendrils, creeping horrors catch their prey with subtle delight. Vines flow like water and dig into those unfortunate creatures' minds. But there is one good aspect, they are usually eaten last.
    Any creature within 10 feet of the Great Pumpkin or in a square it occupies for more than 1 round must make a will save DC 28 each round or be put under the effects of Dominate Monster by the Great Pumpkin. Dominated creatures may not move more than 60' from the Great Pumpkin.
    Each hour, the creature may make a new will save to shrug off the effects. When the Great Pumpkin disappears, this effect ends.

    Crow’s Cackle (Su)
    Arching its back to embrace to the moon, the Great Pumpkin lets out a raucous cackle, shaking the stoutest heart with the cruelty of its call.But perhaps even this would not be truly frightening were it not for the fact that his laugh was joined by others.
    Every creature in a 30' radius must make a DC 26 will save or become frightened. In addition, the Great Pumpkin summons 2d4+2 Demonic Crow Swarms for 10 rounds. This ability may only be used once every minute. DC is cha-based.

    Dreadfire Breath (Su)
    A being of fire as much as fear, the spew a gout of flames from the dreaded candle held within its head. But these shadowflames are the thing of nightmares, twisting tendrils of darkness that take the shape of your deepest phobias.
    As a standard action, the Great Pumpkin may spew a 60' cone of dark flames dealing 10d6 damage, reflex save DC 28 for half damage. Any creature damage by this attack must also make a DC 28 will save or become frightened. Reflex DC is Con-based; will DC is cha-based.

    Frightful Presence (Ex)
    Any creature within 60 feet of the Great Pumpkin must make a will save DC 26 or become Frightened. Any creature that succeeds the save is immune to the Great Pumpkin’s Frightful Presence for 6 hours. DC is Cha-based.

    Living Wood (Ex)
    The planks that make up the Great Pumpkin’s body are injected with darkenergy, making them writhe with an unsettling mind of their own.
    The Great Pumpkin receives a +4 dodge bonus to defense and reflexes. The Great Pumpkin also gains Regeneration 2, which increases to Regeneration 4 whenever the Great Pumpking is submersed in water or receives water damage.

    Wiry Frame (Ex)
    Thin and gaunt, the Great Pumpkin bends with unnatural flexibility, snaking through openings not meant for a creature of its size.
    The Great Pumpkin is considered small for the purpose of determining what openings and spaces it may move through.

    -=-=-=-=-=-=-

    Lore

    Plot Hook/Story if any
    Last edited by Sir Shadow; 2010-10-05 at 10:36 AM.
    Half-elves are like slinkies.
    They're not really good for anything,
    but you can't help laughing when they fall down the stairs.