And we're back. We moved into a new house right after Gencon, and that was quickly followed up a record busy season at work. Consequentially, I've been away from the blog for a few months. That's all done now.
So, here's a monster that's been tormenting the heroes in my D&D game.
Pumpkin Knights are fey proto-creatures bound into suits of enchanted black plate armor. A flickering green witch-light glows within the jack-o-lantern that serves as the creature's head. These fey beings are often mistaken for constructs or even plant creatures.
Pumpkin Knights are created by the Archfey. They are often used as shock troopers by the Psychedelic Overlords and the armies of the Autumn Court. On the Prime, Pumpkin Knights are sometimes summoned to serve warlocks with pacts to the Archfey. They are often attracted to earthly locations thick with wicked sylvan magic.
Medium Fey, Neutral Evil
Armor Class: 18 (plate armor)
Hit Points: 85 (10d8+30)
Speed: 30 ft.
STR: 18 (+4), DEX: 12 (+1), CON: 16 (+3), INT: 8 (-1), WIS: 12 (+1), CHA: 16 (+3)
Saving Throws: Constitution +5, Charisma +5
Skills: Athletics +6, Perception +3
Condition Immunities: Charmed, Poisoned
Damage Immunities: Fire, Poison
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Sylvan, Abyssal
Challenge: 4 (1,100 xp)
Innate Spellcasting. The Pumpkin Knight's spellcasting ability is Charisma (spell save DC 13). The Pumpkin Knight can innately cast the following spells, requiring no material components:
1/day each: Fear, Invisibility, Tasha's Uncontrollable Laughter
Not of This Earth. If a Pumpkin Knight dies on a plane other than the Feywild, its body, along with all its weapons and armor, instantly falls to ashes and burnt leaves.
Flaming Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 5 (1d10) fire damage.
Fire Breath (Recarge 5-6). After making a successful melee attack, the Pumpkin Knight exhales fire on that same target as a Bonus Action. The target makes a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.