Return to the Dirt. The ground within 20 ft of The Eternal Autumn is considered difficult terrain, and any creature that stands still within this radius for more than a round is considered incapacitated (escape DC 20)
Regrowth. The Eternal Autumn regains 15 hitpoints at the start of its turn unless it has taken necrotic or fire damage since the start of its last turn.
Multiattack. The Eternal Autumn makes 3 Vines attacks and then uses its Barbed Stalk.
Vines. Melee Weapon Attack: +12 to hit, reach 40 ft., single target. Hit: 16 (3d6 + 7) bludgeoning damage and the target is grappled. The Eternal Autumn may have up to 3 creatures grappled at the same time.
Barbed Stalk. All creatures in a 15 foot line originating from The Eternal Autumn must make a DC 22 Dexterity saving throw. Unless it is successful, the creature takes 29 (4d8 + 7) bludgeoning damage and is knocked prone. On a successful save, the creatures affected take half damage and are not knocked prone
Seed Spit. Ranged Weapon Attack: +12 to hit, range 60/120 ft., single target. Hit: 20 (2d12 + 7) piercing damage, and the target must make a DC 24 Constitution save. Unless successful, the target takes an additional 13 (2d12) necrotic damage.
The Eternal Autumn has 3 Legendary Actions. At the end of another creatures turn, it may use one of the actions listed below. It regains all spent Legendary Actions at the start of its next turn.
Vines (Costs 1 Action). The Eternal Autumn makes a Vines attack.
Slam (Costs 2 Actions). The Eternal Autumn makes a Barbed Stalk attack.
Harvest (Costs 3 Actions). The Eternal Autumn harvests the life force from creatures of its choice within 20 feet of it. If those creatures are unstable, they instantly die, and The Eternal Autumn regains 20 hitpoints for each creature that died this way. Any other creatures are incapable of regaining hitpoints until the start of the next round.
Description
The Avatar of The Eternal Autumn is a massive corrupt pumpkin with gnarled, barbed vines that chaotically protrude from its body. Within a gaping hole in its front and beyond the pumpkin-like guts is a large humanoid skull that seems to have been claimed by the pumpkin.
Lair and Lair Actions
The Eternal Autumn's lair is found within a sinkhole covered by leaves and vines. Commonfolk who fall down these holes have never returned, and those brave enough to enter have only escaped in varying states of madness and injury.
The lair itself is a temple-like cave system infested with twisted oak and low-hanging vines, with pumpkins filled with bones growing in spots that should be impossible for such plants to survive. This sprawling dungeon gets progressively more distorted as it continues, perhaps even leading into a demiplane controlled by the Eternal Autumn
Lair Actions
On initiative count 20 (losing initiative ties), The Eternal Autumn takes a lair action to cause one of the following effects; The Eternal Autumn can’t use the same effect two rounds in a row:
- Rattling bones that sound eerily of laughing fill the chamber. All creatures who can hear this effect must make a DC 22 Wisdom save or become affected by a bout of short term madness and become frightened of The Eternal Autumn.
- Vines sprout from the ground in a 10 foot radius on a spot of The Eternal Autumn's choosing. The vines then lash out at up to 3 creatures within 100 feet. Those creatures must succeeded on a DC 22 Dexterity save or be moved up to 100 feet towards the vines and take 4d4 piercing damage.
- Up to 2 creatures must succeed on a DC 22 Intelligence save or become affected by a Mental Prison spell. This spell does not require concentration and lasts until the next initiative count 20.
Regional Effects
The region containing The Eternal Autumn’s lair is corrupted, which creates one or more of the following effects:
- Any pumpkins, wheat, and farm animals within 10 miles are affected by a hideous blight that slowly kills them.
- Odd folk with pumpkin-like masks and robes are spotted sulking about
- Some blight affected plants become animated and hostile, mostly pumpkins.
If The Eternal Autumn dies, these effects fade over the course of 2d4 days.
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