Small Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., The Vampire Pumpkin doesn't walk so much as roll.
STR
8 (-1)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws CON +5, INT +4
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The vampire pumpkin regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire pumpkin takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire pumpkin's next turn.

Rolling. The vampire pumpkin moves by rolling.

Vampire Weaknesses. The vampire has the following flaws:

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Face your fears.  The vampire pumpkin psychically links with 1 target creature within 60 ft. of itself.  The target envisions their worse fears.  The creature must succeed on a DC 18 Constitution saving throw or become paralyzed by their fear.  The creature becomes paralyzed, blinded, and deafened, unable to see or respond to anything but their manifested vision of their fears. (Optionally: The DM can describe the scenario each player faces.  The player than decides if the fear is one of their character's top 5 worst fears, if it's a fear but not a severe one, or it's not one of their fears at all.  Then they roll with disadvantage for worst fears, advantage for non-fear, and straight for not severe fear.)

Brrr brrr brrr.  The vampire pumpkin generates an unnatural sound.  The sound resonates in the mind of one creature that is paralyzed by their fears.  Target creature must make a DC 14 Intelligence saving throw or take (2d8 + 4)

Vine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14 Strength) if the vampire pumpkin isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

 

Habitat: Urban

Broll00

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