The Great Pumpkin
Great Pumpkin
Large
Outsider (Extraplanar)
Hit Dice: 12d8+36 (84
hp)
Initiative: +1
Speed: 30’, fly
20’ (average)
Armor Class: 18 (-1
size, +1 Dex, +8 natural); touch: 10, flat-footed: 17
Base Attack/Grapple: +12/+19
Attack: Claw +16
melee (1d6+5) or Tendril +12 ranged (1d6+2)
Full Attack: 2 Claws +16
melee (1d6+8) and Bite +14 melee (1d8+2) or 2 Tendrils +12 ranged (1d6+2)
Space/Reach: 10’/15’
Special Attacks: Constrict;
Improved Grab; Fear Gaze
Special Qualities:
DR5/slashing; Fire Vulnerability; Flight; Low-Light Vision; Spell-like
Abilities
Saves: Fort +11,
Ref +9. Will +10
Abilities: Str 20, Dex
12, Con 16, Int 10, Wis 14, Cha 12
Skills: Heal +12, Hide +12*; Knowledge (Nature) +15; Knowledge (Religion) +15; Search +10;
Survival +17 (+19 in aboveground, natural environments or when tracking)
Feats: Combat
Reflexes; Dodge; Multiattack; Mobility; Track
Environment: House of
Nature (Great Mother’s Garden)
Organization: Solitary or
Patch (1d8+4)
Challenge Rating: 6
Treasure: Nil
Alignment: Always
Neutral
Advancement: 13-16 HD
(Large), 17-20 HD (Huge)
This
creature has Jack-O-Lantern face on the end of a long body made of thick vines
covered with leaves. It arms and legs
are woody in texture but green, appearing to be woven from more strands of
foliage that make up its main body.
Harvest Spirits are benevolent
servants of Chauntea. As the guardians
of tilled fields and crops, the most beloved type of spirit is the Great
Pumpkin. Despite being able combatants,
Great Pumpkins are best known for rising from a pumpkin patch to fly through
the air delivering presents to good girls and boys.
A Great Pumpkin stands close to
10’ tall and has 15’-20’ long tendrils.
Being made mostly of vine, they only weigh around 150 to 200 pounds.
Great Pumpkins speak Druidic and
Sylvan.
Combat:
Great Pumpkins favor hit and run
attacks, causing foes to split up to search for them and then ambushing lone
enemies.
• Constrict (Ex): Great Pumpkins deal 2d6+4 points of damage with a
successful grapple check.
• Fear Gaze (Su): Fear (as spell), range 30’, Will DC14 partial
• Fire Vulnerability (Ex): Fire-based attacks cause an additional
50% damage, regardless of whether a saving throw is allowed or if the result is
a success or failure.
• Flight (Su): Great Pumpkins have an innate, magical ability to
fly. This ability also grants them a
permanent Feather Fall effect (as the spell) with personal range.
• Improved Grab (Ex): To use this ability, a Great Pumpkin must hit
a creature of Large size or smaller with its tendril attack. It can then start a grapple as a free action
without provoking an attack of opportunity.
• Spell-like Abilities: At will – Commune with Nature, Speak with
Animals, Speak with Plants; 3/day – Create Food and Water (hard candy or taffy
for 5 children/HD for 24 hours), Entangle (DC12); 1/day – Magic Circle against
Evil (DC14), Plant Growth; caster level equal to HD. The save DCs are
Charisma-based. The following ability is always
active on a Great Pumpkin, as the spell (caster level equal to its HD): Detect
Good. It can be dispelled, but the Great
Pumpkin can reactivate it as a free action.
• Skills: *Great Pumpkins gain a
+4 racial bonus in areas of tall grass, heavy undergrowth or cultivated fields.
Corrupted
Great Pumpkins
Agents of Talona constantly
strive to corrupt Harvest Spirits. On
the sad occasions when they are successful, the befouled spirits become
harbingers of famine, spreading decay and ruining crops in their wake. Corrupted Great Pumpkins lose their Plant
Growth ability and gain Blight instead. They often gain the Blightspawned Template
(Unapproachable East – pg 60) even though outsiders may not normally acquire
this template.
AD&D
statistics
Climate/Terrain:
Any
Frequency:
Very Rare
Organization:
Solitary
Activity
Cycle: Any
Diet:
Photosynthesis
Intelligence:
Ave
Treasure:
Nil
Alignment:
N
No.
Appearing: 1
AC:
2
MV:
12, fly 15 (C)
HD:
12
Hp:
52
Saves:
PPD: 7; RSW 9, PP: 8, BW: 8, Sp: 10
THAC0:
9
#
Att: 3 or 2
Dmg:
1d8 (Claw) or 1d8 (Bite) or 1d6 (Tendrils)
SA:
Constrict (2d6), Fear Gaze (Save vs Spell negates)
SD:
Spell-like Abilities; Half damage from bludgeoning
Magic
Resistance: Nil
ML:
Champion (15-16)
Xp
Value: 5,000
Attack: Claw +16
melee (1d6+5) or Tendril +12 ranged (1d6+2)
Full Attack: 2 Claws +16
melee (1d6+8) and Bite +14 melee (1d8+2) or 2 Tendrils +12 ranged (1d6+2)
Space/Reach: 10’/15’
Special Attacks: Constrict;
Improved Grab; Fear Gaze
Special Qualities:
DR5/slashing; Fire Vulnerability; Flight; Low-Light Vision; Spell-like
Abilities
Saves: Fort +11,
Ref +9. Will +10
Abilities: Str 20, Dex
12, Con 16, Int 10, Wis 14, Cha 12
Skills: Heal +12, Hide +12*; Knowledge (Nature) +15; Knowledge (Religion) +15; Search +10;
Survival +17 (+19 in aboveground, natural environments or when tracking)
Feats: Combat
Reflexes; Dodge; Multiattack; Mobility; Track
Environment: House of
Nature (Great Mother’s Garden)
Organization: Solitary or
Patch (1d8+4)
Challenge Rating: 6
Treasure: Nil
Alignment: Always
Neutral
Advancement: 13-16 HD
(Large), 17-20 HD (Huge)
This
creature has Jack-O-Lantern face on the end of a long body made of thick vines
covered with leaves. It arms and legs
are woody in texture but green, appearing to be woven from more strands of
foliage that make up its main body.
Harvest Spirits are benevolent
servants of Chauntea. As the guardians
of tilled fields and crops, the most beloved type of spirit is the Great
Pumpkin. Despite being able combatants,
Great Pumpkins are best known for rising from a pumpkin patch to fly through
the air delivering presents to good girls and boys.
Combat:
Agents of Talona constantly
strive to corrupt Harvest Spirits. On
the sad occasions when they are successful, the befouled spirits become
harbingers of famine, spreading decay and ruining crops in their wake. Corrupted Great Pumpkins lose their Plant
Growth ability and gain Blight instead. They often gain the Blightspawned Template
(Unapproachable East – pg 60) even though outsiders may not normally acquire
this template.
AD&D statistics
Organization: Solitary
Activity Cycle: Any
Diet: Photosynthesis
Intelligence: Ave
Treasure: Nil
Alignment: N
No. Appearing: 1
AC: 2
MV: 12, fly 15 (C)
HD: 12
Hp: 52
Saves: PPD: 7; RSW 9, PP: 8, BW: 8, Sp: 10
THAC0: 9
# Att: 3 or 2
Dmg: 1d8 (Claw) or 1d8 (Bite) or 1d6 (Tendrils)
SA: Constrict (2d6), Fear Gaze (Save vs Spell negates)
SD: Spell-like Abilities; Half damage from bludgeoning
Magic Resistance: Nil
ML: Champion (15-16)
Xp Value: 5,000
AD&D statistics
Climate/Terrain:
Any
Frequency:
Very RareOrganization: Solitary
Activity Cycle: Any
Diet: Photosynthesis
Intelligence: Ave
Treasure: Nil
Alignment: N
No. Appearing: 1
AC: 2
MV: 12, fly 15 (C)
HD: 12
Hp: 52
Saves: PPD: 7; RSW 9, PP: 8, BW: 8, Sp: 10
THAC0: 9
# Att: 3 or 2
Dmg: 1d8 (Claw) or 1d8 (Bite) or 1d6 (Tendrils)
SA: Constrict (2d6), Fear Gaze (Save vs Spell negates)
SD: Spell-like Abilities; Half damage from bludgeoning
Magic Resistance: Nil
ML: Champion (15-16)
Xp Value: 5,000
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