Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 178 (17d12 + 68)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +8, CON +7, WIS +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Druidic, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

False Appearance. While the pumpking remains motionless, it is indistinguishable from an oversized pumpkin.

Regeneration. The pumpking regains 10 hit points at the start of its turn. If the pumpking takes fire damage, this trait doesn't function at the start of the pumpking's next turn. The pumpking dies only if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. The pumpking's innate spellcasting ability is Wisdom (Spell Save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: entangle

2/day each: moonbeam, spike growth

1/day: plant growth

Actions

Multiattack. The pumpking makes three melee attacks: all with its vines.

Vines. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.

 

Habitat: ForestGrassland

FlameWarlock215

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