The Pumpkin King

Pumpkin King, The

Medium fey, chaotic neutral
Armor Class 20 (Natural Armor)
Hit Points (24d8+
Speed 40ft Fly: 40ft Climb: 30ft


17 +3


24 +7


20 +5


19 +4


12 +1


18 +4

Saving Throws Dex +13, Int +10, Cha +8
Skills Acrobatics +17 (Expertise), Arcana +10, Perception +9
Damage Resistances Bludgeoning, piercing, slashing from non-magical weapons, poison, necrotic
Condition Immunities Charmed, exhaustion, frightened, poisoned, prone
Senses Darkvision 120 ft, Blindsight 30 ft, passive Perception 14
Languages Any

Innate Spellcasting. The Pumpkin King's innate spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). The Pumpkin King can innately cast the below spells, requiring no material components

At will: Confusion, Disguise Self, Hideous Laughter, Invisibility

1/day: Time Stop

Harvester's Boon. As an action, the Pumpkin King may summon 1d3 Lesser Shamblers by throwing pumpkin seeds to the ground. The Pumpkin King may only summon a number of Lesser Shamblers equal to his Charisma modifier. Lesser Shamblers already present crumble to dust if additional shamblers are summoned.   Legendary Resistance (1/day). If the Pumpkin King fails a saving throw, he can choose to succeed instead.   Regeneration. The Pumpkin King regains 10 hit points at the start of his turn.


Multiattack. The Pumpkin King may use his Frightful Presence, and then gains two claw attacks.   Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d8+4) 1d8+4   Frightful Presence: Each creature of the Pumpkin King's choice that is within 120 feet of the Pumpkin King and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the Pumpkin King's Frightful Presence for the next 24 hours.


Gibbering Distraction. The Pumpkin King gains a +1d6 bonus to his Armor Class against an attack that would hit him. Additionally, he can cast Hideous Laughter against the attacker, adding a bonus to the DC equal to the bonus to his Armor Class from this ability.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.   Obscuring Fog. The Pumpkin King creates a 20-foot-radius sphere of fog centered around him. The sphere spreads around corners, and its area is heavily obscured. The fog dissipates at the start of his next turn.   Slip Up. Slick grease covers the ground in a 5-foot square centered on a target in melee with the Pumpkin King, turning it into difficult terrain for 1 turn. When the grease appears, a creature standing in its area must succeed a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.   Squash. The Pumpkin King produces a small gourd or pumpkin from up his sleeve and attacks a target within 30' of him. The Pumpkin King makes a missile weapon attack: +10 to hit 1d20+10 , 30' range, Hit: 9 (1d4+7) 1d4+7  and the target is Blinded until the end of their next turn.    

The Pumpkin King is a mischievous and somewhat malevolent unseelie fey; lord of the Autumn Court. He appears dressed in the latest finery from head to toe, but cannot conceal his misshapen head and hands - both appear as if some sort of humanoid version of a gourd. His bright orange, cat-like eyes are constantly scanning the room - giving him a nervous quality that many find unsettling.

The Pumpkin King is most often found in the Autumn Court of the Unseelie Fey.


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