Pumpkin King

Medium fey, chaotic evil

Armor Class

17 (natural armor)

Hit Points

112 (15d8 + 45)

Speed

35 ft.

Skills

Deception +9, Perception +9, Stealth +8

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

Fey Ancestry

The pumpkin king has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting

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

Magic Resistance

The pumpkin king has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The pumpkin king makes one attack with its scythe and two pumpkin attacks.

Scythe

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Flaming Pumpkins

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.)

Pumpkin King

Huge plant, unaligned

Armor Class

17 (natural armor)

Hit Points

225 (18d12+108)

Speed

30 ft.

Saves

Str +11, Con +11, Wis +7

Damage Resistances

cold, fire, lightning

Damage Vulnerabilities

slashing

Languages

Common, Sylvan

Challenge

13

Legendary Resistance (3/Day)

If the king fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The king makes two slam attacks.

Slam

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) bludgeoning damage.

Squash

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.

Gourd

Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

Seed Spit (Recharge 5-6)

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.

Legendary actions

Legendary Actions

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.

Squash

The king makes a squash attack.

Vine Lash (Costs 2 Actions)

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).

Trick or Treat (Costs 3 Actions)

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.