Pumpking
Huge • Plant • Chaotic Evil
Armor Class 16
Hit Points 171 (18d12 + 54)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 12 (+1) | 17 (+3) | 12 (+1) | 16 (+3) | 17 (+3) |
Saving Throws Str +8, Cha +7
Skills Intimidation +10, Perception +7
Damage Resistances poison
Damage Immunities fire
Condition Immunities blinded, charmed, defeaned, exhaustion, frightened, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 17
Languages Common, Sylvan
CR 11 (XP 5,900 or 7,200 in lair; PB +4)

Bloodied - Unsquashable. When the pumpking becomes bloodied, it immediately recharges its Candle Fire and Animate Pumpkin ability.
Illumination. The pumpking sheds bright light in a 10-foot radius and dim light for an additional 30 feet.
Squashing Block. If the pumpking fails a saving throw, it can choose to succeed instead. To do so, it must have its Animate Pumpkin ability available and expend it (the ability must be recharged before it can be used again).
True Fear. Creatures (except creatures with Legendary Actions) can't be immune to being frightened of the pumpking.
Unusual Nature. The pumpking doesn't require sleep.
ACTIONS
Multiattack. The pumpking makes two Claw attacks. It can use its Candle Fire before or after these attacks if available.
Claw. Melee Weapon Attack: +8, reach 10 ft. Hit: 11 (2d6 + 4) slashing damage. A frightened target takes an additional 7 (2d6) psychic damage.
Candle Fire (1/Day, 2/Day in Lair). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 10-foot-wide line. Failure: 9 (2d8) fire damage. Further, the target is outlined by the fire until the end of the pumpking's next turn. For the duration, the target can't benefit from being invisible, and attack rolls against it have advantage if the attacker can see the target. Success: Half damage.
BONUS ACTIONS
Animate Pumpkin (Recharge 4-6). The pumpking conjures three Tiny pumpkins at unoccupied spaces within 30 feet of it which act as allies of it. They use the awakened shrubs statistics with the following changes: They have a walking speed of 0 feet and a fly speed of 20 feet (hover). They have the same resistances and immunities as the pumpking, plus a condition immunity to being prone. The pumpkins die after 1 minute.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the pumpking can expend a use to take one of the following actions. The pumpking regains all expended uses at the start of each of its turns.
Claw. The pumpking makes one Claw attack.
Seed Barrage. Dexterity Saving Throw: DC 15, each hostile creature in a 30-foot cone. Failure: 25 (10d4) piercing damage. Success: Half damage. The pumpking can't take this action again until the start of its next turn.
Terrifying Laughter. Wisdom Saving Throw: DC 15, each creature in a 30-foot emanation originating from the pumpking. Failure: The target becomes frightened until the end of the pumpking’s next turn.
Pumpking
Huge • Plant • Chaotic Evil
Armor Class 15
Hit Points 119 (14d12 + 28)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 14 (+2) | 15 (+2) |
Saving Throws Str +6, Cha +5
Skills Intimidation +8, Perception +5
Damage Resistances poison
Damage Immunities fire
Condition Immunities blinded, charmed, defeaned, exhaustion, frightened, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 15
Languages Common, Sylvan
CR 8 (XP 3,900 or 5,000 in lair; PB +3)

Bloodied - Unsquashable. When the pumpking becomes bloodied, it immediately recharges its Candle Fire and Animate Pumpkin ability.
Illumination. The pumpking sheds bright light in a 10-foot radius and dim light for an additional 30 feet.
Squashing Block. If the pumpking fails a saving throw, it can choose to succeed instead. To do so, it must have its Animate Pumpkin ability available and expend it (the ability must be recharged before it can be used again).
True Fear. Creatures (except creatures with Legendary Actions) can't be immune to being frightened of the pumpking.
Unusual Nature. The pumpking doesn't require sleep.
ACTIONS
Multiattack. The pumpking makes two Claw attacks. It can use its Candle Fire before or after these attacks if available.
Claw. Melee Weapon Attack: +6, reach 10 ft. Hit: 6 (1d6 + 3) slashing damage. A frightened target takes an additional 7 (2d6) psychic damage.
Candle Fire (1/Day, 2/Day in Lair). Dexterity Saving Throw: DC 13, each creature in a 60-foot-long, 10-foot-wide line. Failure: 4 (1d8) fire damage. Further, the target is outlined by the fire until the end of the pumpking's next turn. For the duration, the target can't benefit from being invisible, and attack rolls against it have advantage if the attacker can see the target. Success: Half damage.
BONUS ACTIONS
Animate Pumpkin (Recharge 5-6). The pumpking conjures three Tiny pumpkins at unoccupied spaces within 30 feet of it which act as allies of it. They use the awakened shrubs statistics with the following changes: They have a walking speed of 0 feet and a fly speed of 20 feet (hover). They have the same resistances and immunities as the pumpking, plus a condition immunity to being prone. The pumpkins die after 1 minute.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the pumpking can expend a use to take one of the following actions. The pumpking regains all expended uses at the start of each of its turns.
Claw. The pumpking makes one Claw attack.
Seed Barrage. Dexterity Saving Throw: DC 13, each hostile creature in a 30-foot cone. Failure: 20 (8d4) piercing damage. Success: Half damage. The pumpking can't take this action again until the start of its next turn.
Terrifying Laughter. Wisdom Saving Throw: DC 13, each creature in a 20-foot emanation originating from the pumpking. Failure: The target becomes frightened until the end of the pumpking’s next turn.
Pumpking
Huge • Plant • Chaotic Evil
Armor Class 17
Hit Points 210 (20d12 + 80)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 19 (+4) | 14 (+2) | 18 (+4) | 19 (+4) |
Saving Throws Str +10, Cha +9
Skills Intimidation +14, Perception +9
Damage Resistances poison
Damage Immunities fire
Condition Immunities blinded, charmed, defeaned, exhaustion, frightened, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 19
Languages Common, Sylvan
CR 14 (XP 11,500 or 13,000 in lair; PB +5)

Bloodied - Unsquashable. When the pumpking becomes bloodied, it immediately recharges its Candle Fire and Animate Pumpkin ability.
Illumination. The pumpking sheds bright light in a 10-foot radius and dim light for an additional 30 feet.
Squashing Block. If the pumpking fails a saving throw, it can choose to succeed instead. To do so, it must have its Animate Pumpkin ability available and expend it (the ability must be recharged before it can be used again).
True Fear. Creatures (except creatures with Legendary Actions) can't be immune to being frightened of the pumpking.
Unusual Nature. The pumpking doesn't require sleep.
ACTIONS
Multiattack. The pumpking makes two Claw attacks. It can use its Candle Fire before or after these attacks if available.
Claw. Melee Weapon Attack: +10, reach 10 ft. Hit: 15 (3d6 + 5) slashing damage. A frightened target takes an additional 7 (2d6) psychic damage.
Candle Fire (1/Day, 2/Day in Lair). Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 10-foot-wide line. Failure: 13 (3d8) fire damage. Further, the target is outlined by the fire until the end of the pumpking's next turn. For the duration, the target can't benefit from being invisible, and attack rolls against it have advantage if the attacker can see the target. Success: Half damage.
BONUS ACTIONS
Animate Pumpkin (Recharge 4-6). The pumpking conjures three Tiny pumpkins at unoccupied spaces within 30 feet of it which act as allies of it. They use the awakened shrubs statistics with the following changes: They have a walking speed of 0 feet and a fly speed of 20 feet (hover). They have the same resistances and immunities as the pumpking, plus a condition immunity to being prone. The pumpkins die after 1 minute.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the pumpking can expend a use to take one of the following actions. The pumpking regains all expended uses at the start of each of its turns.
Claw. The pumpking makes one Claw attack.
Seed Barrage. Dexterity Saving Throw: DC 17, each hostile creature in a 30-foot cone. Failure: 30 (12d4) piercing damage. Success: Half damage. The pumpking can't take this action again until the start of its next turn.
Terrifying Laughter. Wisdom Saving Throw: DC 17, each creature in a 30-foot emanation originating from the pumpking. Failure: The target becomes frightened until the end of the pumpking’s next turn.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
