Pumpkipus (3.5e Monster)
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|Size/Type:||Medium Undead (Augmented Plant)|
|Hit Dice:||8d8+16 (52 hp)|
|Speed:||hover 30 ft|
|Armor Class:||18 (+2 dex, +6 natural), touch 12, flat-footed 16|
|Attack:||Tentacle +8 melee (1d6+2 plus draining grip, 20/x2)|
|Full Attack:||Four Tentacles +8 melee (1d6+2 plus draining grip, 20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Draining Grip, SLAs|
|Special Qualities:||Hide in Pumpkin Sight, Pumpkin Disguise, Resist Acid/Cold/Electricity 5, Spooklight, Undead Traits|
|Saves:||Fort +9, Ref +4, Will +5|
|Abilities:||Str 15, Dex 15, Con 15, Int 13, Wis 16, Cha 20|
|Skills:||Disguise +13, Hide +13, Intimidate +16|
|Feats:||Improved Initiative, Combat Expertise, Dodge|
|Environment:||Pumpkin Patches, Graveyards|
|Organization:||Solitary, Pair, or Patch (3-8)|
|Alignment:||Usually Chaotic Evil|
|Advancement:||7-16 HD (Medium)|
The pumpkin rose from the pumpkin patch, its orange surface breaking into jagged jaws and wild eyes as the base unfurled oily orange and black tentacles. A baleful yellow light emitted from somewhere within its body, filling you with unease.
Thought to be a type of ghost that inhabits and possesses pumpkins, this half-undead half-plant loves mischief, scaring people... and draining them of their entire life force to make more of its kind. They are often the source of many a tale of haunted pumpkin patches and graveyards and they resemble the classic "jack-o-lantern" with an array of octopus-like tentacles. They do not speak but seem to understand language, even if their only vocalizations is cackling, howling, and screams.
Sometimes a pumpkipus is picked and bought to a persons home, only for the entire household to end up dead when night comes.
Only active at night for maximum scares, they are ambush predators. Their real danger is not their attacks nor their spells, but their draining grip. Its said that for every creature it drains to death, it can create another pumpkipus from budding.
Draining Grip (Ex): To use this ability, the pumpkipus must hit an opponent of any size with its tentacle attack. It can then attempt a grapple as a free action without provoking an attack of opportunity. On success instead of a normal grapple neither the pumpkipus nor the target are considered grappled, but the target is entangled and the pumpkipus inhabits the targets space, traveling along with it when it moves. They are also both considered grappled for the purpose of interacting with ranged attacks. The pumpkipus remains attached automatically until pulled off (an opposed grapple check) or it lets go.
Upon first establishing a grip and once per round each round after, the pumpkipus drains 4d6 hp from its opponent which it receives as healing. If it is already full on hp, it receives it as temporary hit points up to 5 hp/HD (or 45 hp in the example monster). They lose 5 temporary hp each day.
Pumpkin Disguise (Ex): The pumpkipus looks like a pumpkin, and can fold up with its eyes and mouth closed to resemble one very closely. It gains a +8 racial bonus to Disguise to appear as a normal pumpkin.
Spell-Like Abilities (Sp): At will-animate rope, dancing lights, ghost sound (DC 15); 3/day-detect thoughts (DC 17), produce flame; 1/day-entangle (DC 16), hypnotic pattern (DC 17), minor image (DC 17). Caster level 8th. The saving throws are Charisma based.
Spooklight (Su): The pumpkipus gives off an eerie light that illuminates a 60 ft radius in shadowy illumination. As a result they only operate at night, as brighter lights outshine its own illumination. Those who see this light must make a DC 19 Will save or be shaken for as long as they remain in the area and 1 round after. In addition whenever they get initially get grabbed by draining grip they must make a saving throw against shaken, or if they are already shaken against becoming confused for 1 round. They can suppress this as a free action, but do not benefit from the ability while suppressed. Treat this as a gaze attack. The saving throw is Charisma based.