Pumpkinder (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 10-31-20
Status: Scary!
Editing: Clarity edits only please
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Pumpkinder
Size/Type: Tiny Plant (Dark Minded, Fire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 20 ft., hover 20 ft. (perfect)
Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite +7 melee (1d3-4, 20/x2) or Spark +7 ranged touch (1d3 fire, 20/x2)
Full Attack: Bite +7 melee (1d3-4, 20/x2) or Spark +7 ranged touch (1d3 fire, 20/x2)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Spark
Special Qualities: Glow, Immune to Fire, Low-Light Vision, Plant Traits, Water Weakness
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 2, Dex 16, Con 12, Int 2, Wis 12, Cha 2
Skills: Hide +13, Move Silently +9
Feats: Weapon FinesseB, Stealthy
Environment: Any
Organization: Solitary, Pair, or Patch (3+)
Challenge Rating: 1/2
Treasure: None
Alignment: Always True Neutral
Advancement: -
Level Adjustment: -


The pumpkin spice has gone too far now.

The result of spooky ghosts being reborn within pumpkin seeds, pumpkinders are tiny floating jack-o'-lanterns with an undying ghostly flame held within. Vines hang off the bottom, allowing it to scramble around like a spider and grab (but not wield) small objects.

Pumpkinders are usually described as "mischievous". They consume heat as a food source, and often can be found hiding in abandoned houses during stormy nights.

Combat

Pumpkinders are poor combatants, but they do have a ranged attack at will. Provided they can keep distance, they can continue to fight from the safety of range.

Glow (Ex): Pumpkinders shed light as a candle. They can snuff or light their glow as a free action on their turn.

Spark (Su): As a ranged touch attack to anything in 15 ft., a pumpkinder can release a mote of flame from its body mouth. This ray deals 1d3 points of fire damage and sets flammable objects on fire (or unusually flammable creatures on fire with a DC 15 Reflex save to negate). It may only be used while their Glow is active, but is otherwise at will.

Water Weakness (Ex): Unlike most creatures with the Fire subtype, pumpkinders do not have vulnerability to cold. Instead, they are weak to water. They treat water as acid, including for submersion. For this reason, pumpkinders must find cover from the rain when possible.

Familiar

A pumpkinder can be obtained as a familiar for any creature.



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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Benefit- +
Challenge Rating1/2 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment- +
Prerequisite- +
RatingUndiscussed +
SizeTiny +
SubtypeDark Minded + and Fire +
TitlePumpkinder +
TypePlant +