So when I went to do the Pumpkin Spice Challenge I went ahead and created three monsters to go with it. That's another 1,161 words in a further hour and 15 minutes...
Minions of the Pumpkin King
While the Pumpkin King, himself, is a powerful entity on par with most Warlock Patrons, the minions of the Pumpkin King are much more tangible and immediately threatening.
Pumpkin Soldier
Small (Fey), CR 1/2
Armor Class: 13
Hit Points: 10 (3d6)
Speed: 30ft
Str: 10 (+0),
Dex: 16 (+3),
Con: 10 (+0),
Int: 9 (-1),
Wis: 12 (+1),
Cha: 10 (+0)
Saving Throws: Dex +5, Cha +2
Skills: Acrobatics (+5), Survival (+3)
- Cruelty: The Pumpkin Soldier deals +3 (1d6) additional damage when it attacks a creature within the threatened area of an ally. This is applied once per round.
- Shed Light: The Pumpkin Soldier's flaming head shines out in a 15ft radius of bright light with an additional 10ft radius of dim light.
- Sunlight Destruction: With the coming of the dawn, or any spell or effect that mimics true sunlight, a Pumpkin Soldier becomes Inert and is reduced to 0hp until nightfall. In this state, it appears as a normal jack o' lantern.
Actions:
- Claws: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d4+3) slashing damage
- Spit Seed: Ranged Weapon Attack: +5 to hit, 15/50, one target. Hit: 4 (1+3) fire damage.
Pumpkin Soldiers stand between 2 and 5 feet tall and exist in a dazzling array of variety. While their heads are always a pumpkin of some variety carved into a jack o' lantern, their ropey bodies are made of vines wrapped up into each other in varying lengths and thickness. Those with the largest pumpkin varietals for heads tend to be on the shorter sides, crushed down by the weight. While those with smaller pumpkins for heads tend to be taller and more slender. This results in all of them fitting into the small size category regardless of their apparent height.
Servants to the Pumpkin King, these fey creatures seek to conquer in his name, to spread the base of his power over an ever-expanding kingdom of night. However, they are not among the brightest of creatures and can be fooled relatively easily by offering them a handful of sweets as 'tribute' to the Pumpkin King, sparing you any need to battle. If, however, gifted with gold or other 'proper' tribute to the Pumpkin King, you can secure temporary protection from a Pumpkin Soldier to secure your home or campsite until the dawn.
If no tribute is offered, they will seek to conquer and displace anyone in the 'Rightful Realm' of the Pumpkin King.
Pumpkin Guardian
Medium (Fey), CR 1
Armor Class: 13
Hit Points: 30 (5d8+8)
Speed: 30ft
Str: 14 (+2),
Dex: 14 (+2),
Con: 14 (+2),
Int: 10 (+0),
Wis: 10 (+0),
Cha: 10 (+0)
Saving Throws: Dex +4, Cha +2
Skills: Athletics (+4), Perception (+3), Stealth (+4), Survival (+3)
- Shed Light: The Pumpkin Soldier's flaming head shines out in a 15ft radius of bright light with an additional 10ft radius of dim light.
- Sunlight Destruction: With the coming of the dawn, or any spell or effect that mimics true sunlight, a Pumpkin Guardian becomes Inert and is reduced to 0hp until nightfall. In this state, it appears as a normal jack o' lantern.
Actions:
- Maul: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 9 (2d6+2) bludgeoning damage
- Spit Seed: Ranged Weapon Attack: +4 to hit, 15/50, one target. Hit: 4 (1d4+2) fire damage.
- Strangle: Melee Weapon Attack: +4 to hit, reach 10ft, one target that is surprised or grappled by the Pumpkin Guardian. Hit: 9 (2d6+2) bludgeoning damage, and the target is pulled 5ft closer to the Pumpkin Guardian and Grappled (Escape DC: 12). If the target is already grappled, this attack automatically hits. The Pumpkin Guardian can only make one Strangle attempt per round.
Pumpkin Guardians are much taller and more dangerous than their smaller Pumpkin Soldier brethren. Ranging from 6ft to 9ft in height, following the same guidelines in structure as the Pumpkin Soldier, the Pumpkin Guardian is more malleable in its construction. When fighting, they prefer to take their targets by surprise and strangle the life out of them with a number of vines that leap from their form and drag their victim in. However, they're more than happy to wrap some vines around a nearby stone to form a makeshift maul of one of their arms to sling about violently.
If disarmed of the maul, they can spend one action to grab a new stone of appropriate size to wield as a maul on their following turn.
Slightly more intelligent than their smaller soldier brothers, a Pumpkin Guardian may be bribed with a handful of candy and a DC 12 Persuasion or Intimidation check to keep them from conquering you. But they will not protect your property regardless of how much gold you have to offer.
Great Pumpkin
Large (Fey), CR 2
Armor Class: 12 (Natural Armor)
Hit Points: 59 (7d10+21)
Speed: 40ft
Str: 19 (+4),
Dex: 8 (-1),
Con: 16 (+3),
Int: 10 (+0),
Wis: 10 (+0),
Cha: 8 (-1)
Saving Throws: Dex +1, Cha +1
Skills: Athletics (+6), Perception (+2), Stealth (+1), Survival (+2)
- Shed Light: The Great Pumpkins flaming head shines out in a 30ft radius of bright light with an additional 20ft radius of dim light.
- Sunlight Destruction: With the coming of the dawn, or any spell or effect that mimics true sunlight, a Great Pumpkin becomes Inert and is reduced to 0hp until nightfall. In this state, it appears as a normal jack o' lantern.
Actions:
- Hammerhand: Melee Weapon Attack: +6, reach 10ft, one target. Hit: 13 (2d8+4) bludgeoning damage. If the target is Medium or Smaller it makes a DC 14 Strength save to avoid being knocked prone.
- Sweeping Strike: Melee Weapon Attack: +6, reach 5ft, all creatures within 5ft. Hit 8 (1d8+4) bludgeoning damage. If the target is medium or smaller it makes a DC 14 Strength save to avoid being pushed back 10ft.
- Spit Seed: Ranged Weapon Attack: +1, range 30/120, one target. Hit 11 (3d6) fire damage.
Massive and towering entities, the Great Pumpkins are often used by the Pumpkin King as low-grade siege weaponry. Much like the Pumpkin Guardian, they can be disarmed of their Hammerhand, but it is far too large for a medium sized creature to wield as a weapon, and the Great Pumpkin can regenerate their Hammerhand with an action by grabbing a new small boulder.
Great Pumpkins cannot be fooled into service, and instead simply seek to destroy any structure on what they consider to be the Pumpkin King's land. Though they may be temporarily distracted with a handful of sweet treats, and will move up to twice their speed on a turn to try and take a proffered treat, as soon as they spend an action to consume it they will return to their previous activity of crushing any structure in the area, and any creature that attempts to protect those structures.