Huge Monstrosity (Demon), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft., Fly 40 ft.
STR
20 (+5)
DEX
17 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +8, CON +8, WIS +5
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned, Prone
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. Cucurbita Magnus has advantage on saving throws against spells and other magical effects.

Unbearable Heat. Any creature not immune to Hellish Heat that starts its turn within 10 feet of Cucurbita Magnus must succeed on a DC 14 Constitution saving throw or take 1d4 fire damage and be pushed back 10 feet. On a successful save, the creature is immune to this effect until it leaves and reenters this range. 

Sweet Scent. Any creature not immune to Hellish Heat that starts its turn within 60 feet of Cucurbita Magna must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature must spend all its movement moving closer to Cucurbita Magnus. On a successful save, the creature is immune to sweet scent for 24 hours. 

 

Actions

Multiattack. Cucurbita Magna makes three attacks. One Vine Lash and two attacks with Flame and Candy.

Flame and Candy. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) fire damage.

Vine Lash. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 11 (2d4 + 4) bludgeoning damage. Any creature hit by this attack is pulled within 10 feet of Cucurbita Magna and is restrained. DC16 escape DC.

Candied Flame Breath. (Recharge 4-6) Cucurbita Magnus Exhales a blast of flaming candy in a 60 Ft. cone. Any creature not summoned by the Pumpkin Patch Lair must make a DC 16 Dexterity Saving throw or take 12d6 Fire damage or half as much on a successful save. Immediately after, all creatures caught in the flame heal for 4d6 as the delightful candy aroma and flavor bind their wounds. This ability is triggered once per round when Cucurbita Magnus is attacked from within 60 ft with a ranged spell or attack. 

 

Bonus Actions

Gorge on Candy. Cucurbita Maxima eats his flaming candy swords healing for 1d12 for each sword consumed this way. If he does this, he must use his bonus action to resummon the swords on his next turn. Additionally, if any Jack'o'Grenadoes are within reach of his swords he can skewer them and consume them as well, increasing the healing by 5 for each one consumed. 

Legendary Actions

Cucurbita Maximus can take has 2 legendary actions. 

Candied Flame Breath. (Recharge 4-6) Costs 2 Actions Cucurbita Magnus Exhales a blast of flaming candy in a 60 Ft. cone. Any creature not summoned by the Pumpkin Patch Lair must make a DC 16 Dexterity Saving throw or take 12d6 Fire damage or half as much on a successful save. Immediately after, all creatures caught in the flame heal for 6d6 as the delightful candy aroma and flavor bind their wounds. This ability is triggered once per round when Cucurbita Magnus is attacked from within 60 ft with a ranged spell or attack. 

Vine Lash. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 11 (2d4 + 4) slashing damage. Any creature hit by this attack is pulled within 10 feet of Cucurbita Magna. 

Flame and Candy. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) fire damage.

Hellish Heat. Cucurbita Maximus exerts heat from the Hellfire raging inside him. All creatures not immune to Hellish Heat within 15 ft. of Cucurbita Maximus must succeed on a DC 14 Constitution save or take 3d4 fire damage and be knocked back 15 ft. On a successful save they take half that damage and are not moved back. 

 

Lair and Lair Actions

Jack-O-Grenado. The malevolent energies of Cucurbita Magnus transform the plants around him into Semi-sentient pumpkin creatures known as Jack'o'Grenadoes. These creatures seek out nearby enemies and attempt to grapple them. On a successful grapple the Grenados explode dealing 1d8 fire and 1d8 force damage to the target. This lair action summons 3d6 Jack'o'Grenadoes a maximum of 10 can be alive at once. 

Statline: 30 ft. Fly speed. HP: 5 AC 12 All stats are 10. Grenadoes are immune to charmed, Frightened, Petrified, Poisoned, Prone, and Hellish Heat. 

Monster Tags: Demon

MonkeywithaGUN

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