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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Pumpkin King (monster)

    PUMPKIN KING
    HUGE PLANT ([Evil], [Fire])
    Hit Dice: 12d8+84 (138 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), burrow 60 ft. (12 squares)
    Armor Class: 25 (+3 Dex, +14 natural, -2 size), touch 11, flat-footed 22
    Base Attack/Grapple: +8/+23
    Attack: Tentacle +13 melee (1d8+10)
    Full Attack: 6 tentacles +13 melee (1d8+10) and bite +8 melee (2d6+7 plus 2d6 fire)
    Space/Reach: 15 ft./10 ft. (30 ft. with tentacle)
    Special Attacks: Breath weapon, cackle, constrict 1d8+10, improved grab, pumpkin patch, spell-like abilities
    Special Qualities: Damage reduction 5/good, fast healing 5, immunity to fire, low-light vision, plant traits, vulnerability to cold
    Saves: Fort +13, Ref +7, Will +7
    Abilities: Str 24, Dex 16, Con 24, Int 16, Wis 16, Cha 24
    Skills: Intimidate +22, Knowledge (nature) +18, Knowledge (religion) +18, Listen +18, Spot +18
    Feats: Ability Focus (breath weapon), Ability Focus (cackle), Combat Reflexes, Greater MultigrabSK, MultigrabSK
    Environment: Graveyards, haunted farms or forests
    Organization: Solitary
    Challenge Rating: 12
    Treasure: Triple standard
    Alignment: Always chaotic evil
    Advancement: 13-24 HD (Huge)
    SKSerpent Kingdoms

    The writhing dark-green vines now blanket the entire moonlit graveyard. Countless cackling jack-o'-lanterns sprout here and there amongst them, lit from within by unholy flames. One such lantern dwarfs all the others, rising on a thick stalk to survey its domain.

    A Pumpkin King is an accursed plant, embodying the powers of autumn, flame, and fear. They grow only in graveyards, haunted farms, and dead forests, and conjure horrors to terrorise the surrounding countryside.

    Each King resembles a Huge jack-o-lantern growing from a pumpkin patch blanketing a 300-ft. radius area. The smaller pumpkins of the patch also resemble jack-o-lanterns carved with a variety of faces, and cackle mindlessly and constantly.

    A Pumpkin King understands Abyssal, Common, Infernal, Sylvan, and Undercommon, but speaks only on the exceptionally rare occasions that a party successfully bargains with the creature.

    Combat
    A Pumpkin King is slow aboveground, albeit surprisingly dextrous in spite of its bulk. It generally burrows to draw close with enemies rather than crawl overland, but cannot burrow or crawl beyond the boundaries of the pumpkin patch. It relies on its breath weapon, cackle, and pumpkin patch to deal with distant or airborne foes.

    In melee, a Pumpkin King simply attempts to simultaneously grapple and constrict as many foes as possible.

    A Pumpkin King's natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction.

    Breath Weapon (Su)
    A Pumpkin King can exhale a blast of flame as a 60-ft. cone, once every 1d4 rounds. Creatures caught in the area take 12d6 points of fire damage (DC 25 Reflex save for half). The save DC is Constitution-based.

    Cackle (Su)
    A Pumpkin King's hideous laughter can terrify all foes within a 100-ft. radius, once every 1d4 rounds. Creatures in the area are shaken for 1d4 minutes (DC 25 Will save negates), stacking as normal up to the panicked condition. The save DC is Charisma-based.

    Constrict (Ex)
    A Pumpkin King deals automatic tentacle damage with a successful grapple check.

    Improved Grab (Ex)
    To use this ability, a Pumpkin King must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Pumpkin Patch (Ex and Su)
    A Pumpkin King's pumpkin patch covers a 300-foot radius, and the creature may not burrow or crawl beyond this area. All enemies within the area are subject to an entangle effect (caster level 12th, Reflex DC 23) from the writhing vines of the patch. The save DC is Strength-based.

    A blight or diminish plants spell destroys a 100-foot-radius area of the patch, though it regrows within 1d4 rounds.

    Spell-Like Abilities (Sp)
    3/day - fire seeds (DC 23, using jack o'lanterns from the pumpkin patch), planar ally ([Evil] only), summon undead V. Caster level 12th.

    Advanced Pumpkin Kings
    Pumpkin Kings of exceptional power gain the ability to use meteor swarm by hurling their lesser jack-o'-lanterns, have pumpkin patches that duplicate the effects of black tentacles, and can summon horrors via greater planar ally.

    Spoiler: To do...
    Show
    Enchanted jack-o'-lanterns (magic circle against evil, plus ward houses)
    Jack-o'-lantern familiar
    Jack-o'-lantern-topped staff
    Pumpkin Pie
    Conjured monsters (6th-level vampire fighter/aristocrat with 3 vampire spawn brides, covey of 3 fiendish green hags, mummy (or greater mummy), flesh golem, werewolf (or werewolf lord), etc.)... random encounters for a "Hallowe'en" Plane?
    Last edited by rferries; 2018-10-09 at 01:18 PM.

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