17 (natural armor)
112 (15d8 + 45)
35 ft.
Deception +9, Perception +9, Stealth +8
darkvision 60 ft.
Common, Elvish, Sylvan
10
The pumpkin king has advantage on saving throws against being charmed, and magic can't put him to sleep.
The pumpkin king's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: dancing lights, minor illusion, vicious mockery • 3/Day each: charm person, crown of madness, darkness, faerie fire, hold person, sleep, thunderwave • 1/Day each: animate dead, dispel magic, feign death, mislead, see invisibility, silence
The pumpkin king has advantage on saving throws against spells and other magical effects.
The pumpkin king makes one attack with its scythe and two pumpkin attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) fire damage. (See sidebar.)
17 (natural armor)
225 (18d12+108)
30 ft.
Str +11, Con +11, Wis +7
cold, fire, lightning
slashing
Common, Sylvan
13
If the king fails a saving throw, it can choose to succeed instead.
The king makes two slam attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. The target must succeed on a DC 19 Strength saving throw or be knocked prone.
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.
The king spits pumpkin seeds in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) piercing damage on a failed save, or half as much damage on a successful one.
The king 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. The king regains spent legendary actions at the start of its turn.
The king makes a squash attack.
The king lashes out with entangling vines. Each enemy creature within 20 feet of the king must succeed on a DC 19 Dexterity saving throw or become restrained. A creature restrained by the vines can use its action to make a DC 19 Strength check, freeing itself on a success. The vines can also be attacked and destroyed (AC 12; hp 20; vulnerability to slashing damage).
The king scatters up to three pumpkins, which fall in unoccupied spaces within 20 feet of the king. Each pumpkin then polymorphs into any kind of creature whose challenge rating is 4 or less, and acts as an ally of its king. The creatures revert to ordinary pumpkins when destroyed. The king can't control more than three polymorphed pumpkins at a time.