Magus Darkholme
First Post
Here's two new Halloween creatures for your amusement.
Comments, constructive critisism, and suggestions are welcomed. Flames are not.
PUMPKIN
Small undead
Hit dice: 5d12 (32hp)
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 30ft
AC: 15 (+1 size, +2 dex, +2 natural), 13 touch, 13 flat footed
Attacks: 2slam+6 melee
Damage: Slam 1d6+3
Face/reach: 5ft by 5ft/5ft
Special attacks: Burst, spell-like abilities
Special qualities: DR 5/--, undead traits, Skills
Saves: Fort+1, Ref+3, Will+5
Abilities: Str 16, Dex 14, Con ---, Int 10, Wis 12, Cha 12
Skills: Hide+10, move silently+10, spot+9, listen+9, search+6
Feats: Combat reflexes, improved initiative
Climate/terrain: Any land and underground
Organization: Solitary, pair, gang (3-5), or patch (10-20)
Challenge rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-18HD (Small)
One of the most bizarre creatures ever, a pumpkin causes total chaos wherever it goes. Pumpkins have a deep hatred towards the living, and they delight in inflicting pain and suffering upon as many living beings as they can.
A pumpkin is looks just like an ordinarily large, carved out pumpkin, but the dark magic that created it also made it grow vine-like limbs; the legs and arms are a series of brown vines, all intertwined, which are magically hardened. Inside the pumpkin one can see an eerie green light flickering that never diminishes. When first created, and the pumpkin is emptied, two eyes and a mouth are magically carved into the face. No two pumpkin's faces are identical.
It has recently been found out that the dark force behind the pumpkin is a malicious spirit that possesses the pumpkin. Why the spirit does this and what the spirit exactly is no one knows, but one thing is for sure, it detests all life and wishes to destroy it. Pumpkins usually lair in caves, crypts, and any other abandoned structure that is close to a pumpkin patch.
Pumpkins speak no language, but some scholars believe that they communicate to each other through telepathy.
COMBAT
A pumpkin is a creature of chaos, and while it could be attacking you one minute, I could be dancing a jig the next. Usually pumpkins attack with their spell-like abilities and slam attack, and have been known to keep beating on an enemy even after it's demise. They only use the burst attack when they are about to be destroyed.
Burst (Ex): A pumpkin has the innate ability to detonate itself, obliterating it and inflicting considerable damage on all those within a 20ft radius. As a full round action, the pumpkin burst into bright green flames dealing 9d6 points of fire damage to everything within said radius; reflex save (DC 14) half damage. Since this ability destroys it, a pumpkin will only use this when it is going to be destroyed.
Spell-like Abilities: At Will –faerie fire, ray of enfeeblement, and magic missile. 2/day – desecrate, darkness, and Melf's acid arrow.
These abilities are the same as the spells cast by a 5th level sorcerer. Save DC = 11 + spell level
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
Skills: A pumpkin receives a +8 bonus on all hide, search, and move silently checks when made within a pumpkin patch.
PUMPKIN KING
Medium-sized Undead
Hit dice: 15d12+3 (100hp)
Initiative: +7 (+3dex, +4improved initiative)
Speed: 30ft
AC: 20 (+3dex, +7natural), 13 touch, 17 flat footed
Attacks: 2slam+13 melee
Damage: Slam 2d4+6+disease
Face/reach: 5ft by 5ft/5ft
Special attacks: Disease, summon pumpkin, black breath, spell-like abilities, fear aura
Special qualities: DR 20/+1, SR 20, skills, vorpal immunity, undead traits
Saves: Fort+5, Ref+10, Will+13
Abilities: Str 22, Dex 16, Con ---, Int 16, Wis 18, Cha 16
Skills: Spot+8, listen+8, search+4, hide+6, move silently+6, knowledge (arcana)+8, spellcraft+8, sense motive+6, bluff+6, diplomacy+4, intimidate+4, concentration+8
Feats: Alertness, toughness, improved initiative, combat reflexes, combat casting, lightning reflexes, quicken spell
Climate/terrain: Any land and underground
Organization: Solitary, or crew (pumpkin king plus 5-10 pumpkins)
Challenge rating: 14
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-25HD (Medium-sized), 26-30HD (Large)
A pumpkin king is a larger and more powerful version of a pumpkin. It shares the pumpkins disgust with the living, but unlike it's lesser brethren is highly intelligent.
A pumpkin king has the dead body of a humanoid, usually the corpse of a human, and the head of a carved out pumpkin. Inside the pumpkin one can see the flicker of a bright green flame.
The way a pumpkin king is created is extremely bizarre. The same kind of malevolent spirit that possesses the pumpkins possesses the corpse of a freshly killed humanoid, usually a human, that was killed by way of beheading. Since the way the corpse died is vary specific, it is usually the corpse of murderers, thieves, and other criminals who are put to death. The possessed corpse rises and searches the countryside for a pumpkin that it can use for a head. When found, the creature will then carve a mouth and eyes into the pumpkin and place between its shoulders, where the pumpkin head is magically grafted to the body. The inside of the pumpkin immediately illuminates with a bright green light, and if one dares to look close enough, they can see a green flame dancing within the creature's head.
Pumpkin kings live only to cause harm to the living, using all forms of undead (though mainly pumpkins) to inflict as much pain and suffering as they can. Pumpkin kings usually make their lair in old crypts, caves, and other abandoned structures that are within 20 miles to a pumpkin patch.
Pumpkin kings speak a garbled form of common, infernal, and abyssal.
COMBAT
Pumpkin kings usually let their underlings do their work for them, but if pressed they will not back down. They will use their summon ability at once and attack the opponents with it's spell-like abilities and black breath attack, keying on the strongest of the group and working its way down.
Disease (Su): Those hit by a pumpkin king's slam attack must make a fortitude save (DC 17) or become infected with the horrible disease called Pumpkin Rot. Pumpkin Rot is akin to Mummy Rot except that instead of shriveling into sand and dust, the afflicted creature turns into a mush-like substance that is similar to the inside of a pumpkin.
Summon Pumpkin (Sp): Once per day, a pumpkin king may automatically summon 2d4 pumpkins to his aid.
Black Breath (Su): Once every 1d4 rounds, a pumpkin king may loose a 50ft cone of midnight black mist that exudes negative energy. All those caught in the cone must make a fortitude save (DC 17) or gain 2 negative level. Those who make a successful save are unaffected.
A pumpkin king must have a head to use this ability.
Fear Aura (Su): A pumpkin king is surrounded in an aura of terror and malevolence. All those within 30ft of the pumpkin king must make a will save (DC 20) or become panicked (see Dungeon Master’s Guide, page 77 for details). If the save is successful, then the opponent is immune to that particular pumpkin king's fear aura for a 24hour period.
Vorpal Immunity (Su): The dark magic that binds the pumpkin king’s head to the corpse cannot be severed by any means short of a wish or miracle spell. Therefore, a pumpkin king is immune to vorpal weapons of all types as well as any other attack that would detach the head from the body.
Spell-like Abilities: At Will – Desecrate, dancing lights (lights always are green), ray of enfeeblement, spectral hand, ghoul touch, darkness, knock, stinking cloud, magic circle against good, hold person, lightning bolt, gentle repose, halt undead, vampiric touch, fog cloud, emotion (fear), enervation, nightmare, and bestow curse. 2/day – Hallucinatory terrain, animate dead, greater dispelling, and circle of death.
All abilities are the same as the spells cast by a 15th level sorcerer. Save DC = 13 + spell level
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
Skills: A pumpkin king receives a +8 bonus on all hide, search, and move silently checks when made within a pumpkin patch.
Comments, constructive critisism, and suggestions are welcomed. Flames are not.
PUMPKIN
Small undead
Hit dice: 5d12 (32hp)
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 30ft
AC: 15 (+1 size, +2 dex, +2 natural), 13 touch, 13 flat footed
Attacks: 2slam+6 melee
Damage: Slam 1d6+3
Face/reach: 5ft by 5ft/5ft
Special attacks: Burst, spell-like abilities
Special qualities: DR 5/--, undead traits, Skills
Saves: Fort+1, Ref+3, Will+5
Abilities: Str 16, Dex 14, Con ---, Int 10, Wis 12, Cha 12
Skills: Hide+10, move silently+10, spot+9, listen+9, search+6
Feats: Combat reflexes, improved initiative
Climate/terrain: Any land and underground
Organization: Solitary, pair, gang (3-5), or patch (10-20)
Challenge rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-18HD (Small)
One of the most bizarre creatures ever, a pumpkin causes total chaos wherever it goes. Pumpkins have a deep hatred towards the living, and they delight in inflicting pain and suffering upon as many living beings as they can.
A pumpkin is looks just like an ordinarily large, carved out pumpkin, but the dark magic that created it also made it grow vine-like limbs; the legs and arms are a series of brown vines, all intertwined, which are magically hardened. Inside the pumpkin one can see an eerie green light flickering that never diminishes. When first created, and the pumpkin is emptied, two eyes and a mouth are magically carved into the face. No two pumpkin's faces are identical.
It has recently been found out that the dark force behind the pumpkin is a malicious spirit that possesses the pumpkin. Why the spirit does this and what the spirit exactly is no one knows, but one thing is for sure, it detests all life and wishes to destroy it. Pumpkins usually lair in caves, crypts, and any other abandoned structure that is close to a pumpkin patch.
Pumpkins speak no language, but some scholars believe that they communicate to each other through telepathy.
COMBAT
A pumpkin is a creature of chaos, and while it could be attacking you one minute, I could be dancing a jig the next. Usually pumpkins attack with their spell-like abilities and slam attack, and have been known to keep beating on an enemy even after it's demise. They only use the burst attack when they are about to be destroyed.
Burst (Ex): A pumpkin has the innate ability to detonate itself, obliterating it and inflicting considerable damage on all those within a 20ft radius. As a full round action, the pumpkin burst into bright green flames dealing 9d6 points of fire damage to everything within said radius; reflex save (DC 14) half damage. Since this ability destroys it, a pumpkin will only use this when it is going to be destroyed.
Spell-like Abilities: At Will –faerie fire, ray of enfeeblement, and magic missile. 2/day – desecrate, darkness, and Melf's acid arrow.
These abilities are the same as the spells cast by a 5th level sorcerer. Save DC = 11 + spell level
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
Skills: A pumpkin receives a +8 bonus on all hide, search, and move silently checks when made within a pumpkin patch.
PUMPKIN KING
Medium-sized Undead
Hit dice: 15d12+3 (100hp)
Initiative: +7 (+3dex, +4improved initiative)
Speed: 30ft
AC: 20 (+3dex, +7natural), 13 touch, 17 flat footed
Attacks: 2slam+13 melee
Damage: Slam 2d4+6+disease
Face/reach: 5ft by 5ft/5ft
Special attacks: Disease, summon pumpkin, black breath, spell-like abilities, fear aura
Special qualities: DR 20/+1, SR 20, skills, vorpal immunity, undead traits
Saves: Fort+5, Ref+10, Will+13
Abilities: Str 22, Dex 16, Con ---, Int 16, Wis 18, Cha 16
Skills: Spot+8, listen+8, search+4, hide+6, move silently+6, knowledge (arcana)+8, spellcraft+8, sense motive+6, bluff+6, diplomacy+4, intimidate+4, concentration+8
Feats: Alertness, toughness, improved initiative, combat reflexes, combat casting, lightning reflexes, quicken spell
Climate/terrain: Any land and underground
Organization: Solitary, or crew (pumpkin king plus 5-10 pumpkins)
Challenge rating: 14
Treasure: Standard
Alignment: Always neutral evil
Advancement: 16-25HD (Medium-sized), 26-30HD (Large)
A pumpkin king is a larger and more powerful version of a pumpkin. It shares the pumpkins disgust with the living, but unlike it's lesser brethren is highly intelligent.
A pumpkin king has the dead body of a humanoid, usually the corpse of a human, and the head of a carved out pumpkin. Inside the pumpkin one can see the flicker of a bright green flame.
The way a pumpkin king is created is extremely bizarre. The same kind of malevolent spirit that possesses the pumpkins possesses the corpse of a freshly killed humanoid, usually a human, that was killed by way of beheading. Since the way the corpse died is vary specific, it is usually the corpse of murderers, thieves, and other criminals who are put to death. The possessed corpse rises and searches the countryside for a pumpkin that it can use for a head. When found, the creature will then carve a mouth and eyes into the pumpkin and place between its shoulders, where the pumpkin head is magically grafted to the body. The inside of the pumpkin immediately illuminates with a bright green light, and if one dares to look close enough, they can see a green flame dancing within the creature's head.
Pumpkin kings live only to cause harm to the living, using all forms of undead (though mainly pumpkins) to inflict as much pain and suffering as they can. Pumpkin kings usually make their lair in old crypts, caves, and other abandoned structures that are within 20 miles to a pumpkin patch.
Pumpkin kings speak a garbled form of common, infernal, and abyssal.
COMBAT
Pumpkin kings usually let their underlings do their work for them, but if pressed they will not back down. They will use their summon ability at once and attack the opponents with it's spell-like abilities and black breath attack, keying on the strongest of the group and working its way down.
Disease (Su): Those hit by a pumpkin king's slam attack must make a fortitude save (DC 17) or become infected with the horrible disease called Pumpkin Rot. Pumpkin Rot is akin to Mummy Rot except that instead of shriveling into sand and dust, the afflicted creature turns into a mush-like substance that is similar to the inside of a pumpkin.
Summon Pumpkin (Sp): Once per day, a pumpkin king may automatically summon 2d4 pumpkins to his aid.
Black Breath (Su): Once every 1d4 rounds, a pumpkin king may loose a 50ft cone of midnight black mist that exudes negative energy. All those caught in the cone must make a fortitude save (DC 17) or gain 2 negative level. Those who make a successful save are unaffected.
A pumpkin king must have a head to use this ability.
Fear Aura (Su): A pumpkin king is surrounded in an aura of terror and malevolence. All those within 30ft of the pumpkin king must make a will save (DC 20) or become panicked (see Dungeon Master’s Guide, page 77 for details). If the save is successful, then the opponent is immune to that particular pumpkin king's fear aura for a 24hour period.
Vorpal Immunity (Su): The dark magic that binds the pumpkin king’s head to the corpse cannot be severed by any means short of a wish or miracle spell. Therefore, a pumpkin king is immune to vorpal weapons of all types as well as any other attack that would detach the head from the body.
Spell-like Abilities: At Will – Desecrate, dancing lights (lights always are green), ray of enfeeblement, spectral hand, ghoul touch, darkness, knock, stinking cloud, magic circle against good, hold person, lightning bolt, gentle repose, halt undead, vampiric touch, fog cloud, emotion (fear), enervation, nightmare, and bestow curse. 2/day – Hallucinatory terrain, animate dead, greater dispelling, and circle of death.
All abilities are the same as the spells cast by a 15th level sorcerer. Save DC = 13 + spell level
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
Skills: A pumpkin king receives a +8 bonus on all hide, search, and move silently checks when made within a pumpkin patch.