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🎃🦇🔮 Deep within the twisted woods, where shadows dance eerily under the moonlit sky, lies the secluded hamlet of Hallow's End. Once a year, as All Hallows' Eve approaches, the hamlet awakens from its slumber, with lanterns glowing and spectral winds singing forgotten lullabies. But there's more to Hallow's End than meets the eye.

Legend speaks of an old witch named Esmerelda, who resides in the heart of Hallow's End. Esmerelda is neither malevolent nor benign, but fiercely protective of the secrets she guards. Over centuries, she has amassed incredible arcane knowledge, which she harnesses particularly during the season of the dead. It is during this time, when the veil between realms is thinnest, that she crafts her most potent creations.

Among these, the most renowned are her Pumpkin Golems. Towering beings sculpted entirely from enchanted pumpkins, they roam the pathways of Hallow's End as sentinels. Their fiery eyes pierce the darkness, ever watchful for intruders. Each golem is imbued with a sliver of Esmerelda's own magic, granting them not just life, but also a fierce loyalty to their creator.

However, the magic of Hallow's End is not just in its guardians. The very land pulses with an energy that comes alive on Halloween night. Whispers say that Esmerelda's power is tied to an ancient relic hidden within the village, and the Pumpkin Golems serve as its primary line of defense.

Adventurers and treasure seekers who dare to tread into Hallow's End on this night are met with the haunting gaze of these pumpkin behemoths. Many have tried to penetrate the village's mysteries, lured by tales of riches and powerful artifacts. Yet, few return to tell the tale, for the Pumpkin Golems, with their explosive pumpkin tosses and swarms of protective bats, ensure that Hallow's End remains a mystery for another year. 🎃🦇🔮

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Pumpkin Golem

Large construct, unaligned

Armor Class: 14 (natural armor)

Hit Points: 114 (12d10 + 48)

Speed: 30 ft.

STR 19(+4)

DEX 9(-1)

CON 18(+4)

INT 3(-4)

WIS 11(+0)

CHA 1(-5)

Saving Throws Str +11, Con +11

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator

Challenge 7 (2,900 XP)

Traits

Illumination. The golem sheds bright light in a 10-foot radius and dim light for an additional 5 feet.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Pumpkin Toss. The golem detaches a pumpkin head and hurls it at a point within 60 feet. Each creature in a 15-foot radius of the impact point must make a DC 15 Dexterity saving throw, taking 7 (2d6) bludgeoning damage plus 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Bat Swarm Release (1/Day). When the Pumpkin Golem is reduced to half its hit point maximum or fewer and takes damage, it can release a swarm of bats from within its body as a reaction. The swarm occupies the same space as the Pumpkin Golem, has half the current hit points of the golem, and acts immediately after the golem in the initiative order. As long as the swarm of bats is alive, each Pumpkin Toss the golem makes deals an additional 7 (2d6) fire damage.

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