PUMPKIN LORD
From deep beyond the stars a pocket of unknowable energy descends upon unsuspecting farms and gardens, looking to take root in our world once again. Days before a pumpkin lord appears in a patch, those it has called to will begin their watch, waiting patiently for their great pumpkin to rise from the patch and bring them salvation. But a pumpkin lord brings no salvation, only death.
Overnight, the evil energy from beyond the stars incubates in a pumpkin and transforms into a pumpkin lord. It begins by devouring those who heeded the summons of its birth, then seizes control of other pumpkins to create more pumpkin lords. A pumpkin lord can consume entire villages quickly, but is only ever active at night, looking like a strange ugly pumpkin in the daylight. Come the first frost of winter, all pumpkin lords mysteriously vanish only to return the following autumn.
PUMPKIN LORD CREATURE 12
NE LARGE PLANT
Perception +21; tremorsense (precise) 60 feet
Languages Aklo, Common, Sylvan
Skills Athletics +25, Stealth +23
Str +7 Dex +2 Con +7 Int +3 Wis +3 Cha +5
Items 6 pumpkins
AC 31; Fort +25 Ref +21 Will +23
Hp 220; Immunities fatigue, fire, poison, unconscious; Resistances acid 10, cold 10, piercing 10 Weakness bludgeoning 10
Pumpkin Shield (counter) Trigger A creature makes a melee Strike against the pumpkin lord and is adjacent to a pumpkin the pumpkin lord controls. Effect The pumpkin lord deflects the attack with a pumpkin. The pumpkin lord may then attempt a Disarm action against the attacking creature, on a critical success the weapon is stuck in the pumpkin.
Speed 25
Melee vine +24 (magical, reach 15 feet) Damage 2d8+13 slashing and improved grab
Control Pumpkin (single action) A pumpkin lord may take control of a non-magical pumpkin within reach of its vines. It may control up to six pumpkins at a time. A controlled pumpkin has an AC 31 and an hp of 10. A pumpkin lord may move his controlled pumpkins within the range of its vines when it makes a Stride action.
Pumpkin Pod (single action) (attack) A pumpkin lord attempts to encase a grabbed medium-sized creature within a pumpkin it controls. This acts as a swallow whole ability, medium, 2d8 +4 bludgeoning plus 2d6 fire, rupture 20. The Escape action cannot free a creature, when a pumpkin pod is ruptured, it is destroyed. A pumpkin pod that kills it’s victim will burn away the body and absorb the creature’s soul, turning it into a new pumpkin lord the next night.
Call to the Patch (two actions) (emotional, mental, occult) The pumpkin lord lets out a pulse of evil energy, forcing creatures around it to submit to its will. Each creature within a 60-foot emanation must attempt a DC 32 Will save to resist the affect.
Critical Success The target is unaffected and is temporarily immune for 1 minute.
Success The target is unaffected.
Failure The target drops whatever it is carrying and walks directly towards the pumpkin lord on its next turn.
Critical Failure The target follows whatever orders the pumpkin lord may give it. Receives a new saving throw when it receives an order that goes against its nature.