Monster I’d Like to Fight: Pumpkindred

The exact origin of the pumpkindred is unknown as they are nearly impossible to capture and study without causing significant harm to their captors. Whether they were awakened by a corrupted druid, supernatural beings from another plane, or the product an experiment gone awry, one thing is for certain: when the harvest season arrives so do the pumpkindred.

Pumpkindred hide among pumpkin patches or other crops, appearing to be a normal variety of squash. However, once a living creature passes close enough for the pumpkindred to detect, it will reveal its true, violent nature. It quickly rolls at its prey, knocking it over, furiously gnashing at vital areas with its fangs. Even if its quarry manages to defeat the pumpkindred, it will burst, flinging high-velocity seeds in a fragmentation pattern around it, piercing armor and flesh. If the seeds aren’t dealt with swiftly they will feed on their host, eventually growing into a new pumpkindred.

Pumpkindred

Small Plant, Unaligned


Armor Class 12 (natural armor)

Hit Points 18 (4d6+4)

Speed 40 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)5 (-3)10 (+0)3 (-4)

Skills Perception +2, Stealth +2

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12

Languages –

Challenge 1/2 (100 XP) 

Proficiency Bonus +2


False Appearance. While the pumpkindred remains motionless, it is indistinguishable from a pumpkin.

Pounce. If the pumpkindred moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the pumpkindred can make one Bite attack against it as a bonus action.

Seed Burst. When the pumpkindred is reduced to 0 hit points, it explodes in a burst of seed shrapnel. Each creature in a 10-foot-radius sphere centered on the pumpkindred must succeed on a DC 12 Dexterity saving throw or be infested by pumpkindred seeds. Pumpkindred and undead creatures are immune to this effect.

At the start of each of the infested target’s turns, the target takes 4 (1d8) piercing damage. If the infested target is willing, a creature can use an action to dig the seed out of the target with a non-bludgeoning weapon, dealing 4 (1d8) piercing damage to the target and ending the effect. A lesser restoration spell or similar magic can also end the effect. If the infested target ends its turn with 0 hit points, the effect ends and a pumpkindred spawns from its wounds.

Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) piercing damage.

Image generated by Dall-E

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