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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8444556" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Evolved Pumpkin King</span></strong></p><p>The Evolved Pumpkin King takes on a more humanoid form, with a pumpkin for a head, body, legs and arms made of thick branches and vines. While physically weaker than its original version, it has several more abilities. This version can be found during other times of the year, but mostly during the fall months, tending pumpkin patches that might be the prime locations where Pumpkin Kings would appear.</p><p>Evolved Pumpkin Kings are created by several different means, but typically magical energies or high energy bleed offs from sources that release gamma rays, x-rays, other radiation, near pumpkin patches. Some believe they may even be created by genetic modifications to pumpkins.</p><p></p><p><strong>Evolved Pumpkin King</strong></p><p>Type: Plant</p><p>Size: Large (-1)</p><p>CR: 14</p><p>Hit Points: 188 (15d12+90)</p><p>Mas: 22</p><p>Init: +0</p><p>Speed: 30 ft</p><p>Defense: 17, touch 12, flat footed 17</p><p>Grapple +18</p><p>FS/Reach: 10 ft</p><p>Attacks: 2 slams +10 melee (2d8+5, 5 ft reach each), or vine whip +10 melee (2d6+5, 20 ft reach), or gourd +10 ranged (2d10+5 bludgeoning, 60 ft)</p><p>Special Attacks: Seed Spit, Siphon, Explosive Gourds</p><p>Special Qualities: resistances, slashing vulnerability, darkvision 120 ft</p><p>Saves: Fort +9, Reflex +5, Will +7</p><p>Reputation: +5</p><p>Abilities: Str 20, Dex 12, Con 22, Int 9, Wis 14, Cha 11</p><p>Skills: Balance +8, Climb +10, Hide +7*, Listen +6, Move Silently +6, Search +8, Spot +9</p><p></p><p><strong>Hide*</strong></p><p>When in areas with lots of vegetation or at night, gains +5 to Hide checks</p><p></p><p><strong>Seed Spit (once every 1d6+2 rounds)</strong></p><p>The Pumpkin King spits pumpkin seeds in a 60 ft cone. Each creature in that area takes 10d8 piercing damage, Reflex save DC 19 for half damage.</p><p></p><p><strong>Vine Whip</strong></p><p>The Evolved Pumpkin King can extend vines to strike at targets. On a successful strike, the Evolved Pumpkin King can initiate a grapple without provoking an attack of opportunity.</p><p></p><p><strong>Siphon</strong></p><p>If the Evolved Pumpkin King successfully grapples a target with its vine whip attack, as a full round action, deals damage from a vine whip hit as the vines squeeze and small thorns dig into the victim, and the Evolved Pumpkin King heals the same amount of hit points that the attack deals.</p><p></p><p><strong>Explosive Gourds</strong></p><p>The Evolved Pumpkin King can sacrifice 5 hit points to create 2 explosive gourds that look like small jack o'lanterns with flames coming out of the mouth. These replace the normal gourds for the next two gourd attacks the Evolved Pumpkin King would make, dealing 6d6+6 fire damage to the target and in a 15 foot radius, Reflex DC 18 for half damage, target struck can't make a save.</p><p></p><p><strong>Resistances</strong></p><p>The Pumpkin King has Cold, Fire and Electricity resistance 10.</p><p></p><p><strong>Slashing Vulnerability</strong></p><p>The Evolved Pumpkin King takes 25% more damage from slashing damage as it's slightly more resilient, but still vulnerable to slashing weapons.</p><p></p><p></p><p><strong><span style="font-size: 22px">Radioactive Evolved Pumpkin King</span></strong></p><p>This variant of the Evolved Pumpkin King is created by a pumpkin patch that the Pumpkin King would appear in is bathed in massive amounts of radiation, typically gamma, x-ray and others. It has a sickly green colour and in absolute darkness has a faint green glow.</p><p>Make the following changes to make a Radioactive Evolved Pumpkin King:</p><p>All attacks the character suffers exposure from moderately radioactive material for 1 round (single hit), see d20 Future page 81;</p><p>Any creature within 10 feet are exposed to highly radioactive materials per round they are within 10 feet, moderately within 15 feet;</p><p>Replace Seed Spit with Radiation Blast;</p><p>Absorb Radiation special ability;</p><p>Suffers -8 to Hide checks;</p><p>CR increase to 15.</p><p></p><p><strong>Radiation Blast (once every 1d6+3 rounds)</strong></p><p>The Radioactive Evolved Pumpkin King can expel a blast of energy that is highly radioactive from its mouth, once every 1d6+3 rounds. All targets within a 10 foot wide, 75 foot long line take 8d12 points of non-specific energy damage, Reflex save DC 19 for half damage. Targets struck, even if they make a save for no damage due to abilities such as evasion, suffer exposure from severely radioactive materials of 1 round of exposure.</p><p></p><p><strong>Absorb Radiation</strong></p><p>If the Radioactive Evolved Pumpkin King is exposed to moderately or higher radioactive sources it can heal itself. 1 round of exposure from moderately radioactive heals 1d4+1 hit points, highly heals 1d6+2 and severely radioactive heals 1d8+3 per round of exposure. Weapons that deal radioactive exposure/damage in addition to damage, especially via gamma rays, or similarly highly radioactive energy instead heal the Radioactive Evolved Pumpkin King the amount of damage it would have done. Can not go over its normal max hit points.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8444556, member: 6668634"] [B][SIZE=7]Evolved Pumpkin King[/SIZE][/B] The Evolved Pumpkin King takes on a more humanoid form, with a pumpkin for a head, body, legs and arms made of thick branches and vines. While physically weaker than its original version, it has several more abilities. This version can be found during other times of the year, but mostly during the fall months, tending pumpkin patches that might be the prime locations where Pumpkin Kings would appear. Evolved Pumpkin Kings are created by several different means, but typically magical energies or high energy bleed offs from sources that release gamma rays, x-rays, other radiation, near pumpkin patches. Some believe they may even be created by genetic modifications to pumpkins. [B]Evolved Pumpkin King[/B] Type: Plant Size: Large (-1) CR: 14 Hit Points: 188 (15d12+90) Mas: 22 Init: +0 Speed: 30 ft Defense: 17, touch 12, flat footed 17 Grapple +18 FS/Reach: 10 ft Attacks: 2 slams +10 melee (2d8+5, 5 ft reach each), or vine whip +10 melee (2d6+5, 20 ft reach), or gourd +10 ranged (2d10+5 bludgeoning, 60 ft) Special Attacks: Seed Spit, Siphon, Explosive Gourds Special Qualities: resistances, slashing vulnerability, darkvision 120 ft Saves: Fort +9, Reflex +5, Will +7 Reputation: +5 Abilities: Str 20, Dex 12, Con 22, Int 9, Wis 14, Cha 11 Skills: Balance +8, Climb +10, Hide +7*, Listen +6, Move Silently +6, Search +8, Spot +9 [B]Hide*[/B] When in areas with lots of vegetation or at night, gains +5 to Hide checks [B]Seed Spit (once every 1d6+2 rounds)[/B] The Pumpkin King spits pumpkin seeds in a 60 ft cone. Each creature in that area takes 10d8 piercing damage, Reflex save DC 19 for half damage. [B]Vine Whip[/B] The Evolved Pumpkin King can extend vines to strike at targets. On a successful strike, the Evolved Pumpkin King can initiate a grapple without provoking an attack of opportunity. [B]Siphon[/B] If the Evolved Pumpkin King successfully grapples a target with its vine whip attack, as a full round action, deals damage from a vine whip hit as the vines squeeze and small thorns dig into the victim, and the Evolved Pumpkin King heals the same amount of hit points that the attack deals. [B]Explosive Gourds[/B] The Evolved Pumpkin King can sacrifice 5 hit points to create 2 explosive gourds that look like small jack o'lanterns with flames coming out of the mouth. These replace the normal gourds for the next two gourd attacks the Evolved Pumpkin King would make, dealing 6d6+6 fire damage to the target and in a 15 foot radius, Reflex DC 18 for half damage, target struck can't make a save. [B]Resistances[/B] The Pumpkin King has Cold, Fire and Electricity resistance 10. [B]Slashing Vulnerability[/B] The Evolved Pumpkin King takes 25% more damage from slashing damage as it's slightly more resilient, but still vulnerable to slashing weapons. [B][SIZE=6]Radioactive Evolved Pumpkin King[/SIZE][/B] This variant of the Evolved Pumpkin King is created by a pumpkin patch that the Pumpkin King would appear in is bathed in massive amounts of radiation, typically gamma, x-ray and others. It has a sickly green colour and in absolute darkness has a faint green glow. Make the following changes to make a Radioactive Evolved Pumpkin King: All attacks the character suffers exposure from moderately radioactive material for 1 round (single hit), see d20 Future page 81; Any creature within 10 feet are exposed to highly radioactive materials per round they are within 10 feet, moderately within 15 feet; Replace Seed Spit with Radiation Blast; Absorb Radiation special ability; Suffers -8 to Hide checks; CR increase to 15. [B]Radiation Blast (once every 1d6+3 rounds)[/B] The Radioactive Evolved Pumpkin King can expel a blast of energy that is highly radioactive from its mouth, once every 1d6+3 rounds. All targets within a 10 foot wide, 75 foot long line take 8d12 points of non-specific energy damage, Reflex save DC 19 for half damage. Targets struck, even if they make a save for no damage due to abilities such as evasion, suffer exposure from severely radioactive materials of 1 round of exposure. [B]Absorb Radiation[/B] If the Radioactive Evolved Pumpkin King is exposed to moderately or higher radioactive sources it can heal itself. 1 round of exposure from moderately radioactive heals 1d4+1 hit points, highly heals 1d6+2 and severely radioactive heals 1d8+3 per round of exposure. Weapons that deal radioactive exposure/damage in addition to damage, especially via gamma rays, or similarly highly radioactive energy instead heal the Radioactive Evolved Pumpkin King the amount of damage it would have done. Can not go over its normal max hit points. [/QUOTE]
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