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Pumpkin King

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Pumpkin King Ice Magic.

The Pumpkin King can cast ray of frost


at will and can use it to create a 10-foot square
platform of ice on the ground as an action. This
platform can support up to 500 pounds of weight.

Teleportation. The Pumpkin King can use misty


step at will, and teleportation to teleport up to 60
feet to an unoccupied space he can see as a bonus
action.

Inspiring Presence. Friendly creatures within 30


feet of the Pumpkin King gain advantage on saving
throws against being frightened and have their
movement speed increased by 10 feet while they
can see him.

Actions
Multiattack. The Pumpkin King makes two slam
attacks

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: 14 (2d8 + 6) bludgeoning damage.

Fire Breath (Recharge 5-6). The Pumpkin King


Medium undead, neutral exhales a 30-foot cone of fire. Each creature in that
area must make a DC 15 Dexterity saving throw,
Armor Class 16 (natural armor) taking 36 (8d8) fire damage on a failed save, or half
Hit Points 120 (16d8 + 48) as much damage on a successful one.
Speed 30 ft.
Skills Persuasion +7 Reaction
Senses darkvision 60 ft., passive Perception 12 Parry. The Pumpkin King adds 4 to his AC against
Languages Common one melee attack that would hit him. To do so, he
Challenge 8 (3,900 XP) must see the attacker

Innate Spellcasting. The Pumpkin King's innate


spellcasting ability is Charisma (spell save DC 15, The Pumpkin King is a charismatic and enigmatic
+7 to hit with spell attacks). The Pumpkin King can figure, a master of inspiring others, and a powerful
innately cast the following spells, requiring no manipulator of fire. He uses his unique abilities to
material components: protect Halloween Town and lead its residents with
• At will: fireball, teleportation an ironclad yet benevolent hand.
• 3/day each: levitate, ray of frost, misty step
• 1/day: control gravity

Gravity Manipulation. As a bonus action, the
Pumpkin King can manipulate gravity within a 30-
foot radius. He can choose to make all creatures and
objects in the area either weigh half or double their
normal weight until the start of his next turn. He can
also move objects weighing up to 500 pounds up to
30 feet in any direction.

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