Pumpkin Beholder

by PaoloD

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Pumpkin Beholder

by Paolo Davolio // Echidna Design


The so-called "pumpkin beholders" happen
when pumpkins are grown within 1 mile
of the lair of an actual beholder. These plants
grow normally while absorbing the
aberrant energies of the nearby
monster, until the pumpkins are
harvested and carved to be turned into
lanterns. Through this creative process,
the dormant aberrant energy of the
pumpkins awakens and gives them a
new life and a new purpose: the monsters
will protect their crafter and defend its property,
but in a twisted and literal way that will almost always
include extreme violence and chaos.

More rarely, a pumpkin beholder can awaken
spontaneously when exposed to fire, extreme heat
or a strong source of radiant energy.


























Pumpkin Beholder

Medium Plant (Beholder), Typically Chaotic Evil


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 20 ft., climb 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 9 (-1) 13 (+1) 11 (+0)

  • Saving Throws Con +7, Cha +4
  • Skills Perception +9
  • Damage Immunities fire, radiant
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Deep Speech
  • Challenge 9 (5,000 XP)                                   Proficiency Bonus +4

Gaze of the Lantern Eye. When a creature that can see the beholder's central eye starts its turn within 30 feet of the beholder, the beholder can force it to make a DC 15 Wisdom saving throw if the beholder isn't incapacitated and can see the creature. A creature that fails the save takes 4 (1d8) fire damage and is blinded until the start of its next turn. If a creatures fails this saving throw by 5 or more, the blinded condition is permanent instead (can be removed with lesser restoration and similar magic as normal).
    Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the beholder until the start of its next turn, when it can avert its eyes again. If the creature looks at the beholder in the meantime, it must immediately make the save.

Radiant Absorption. Whenever the beholder is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 5 (1d10) fire damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (roll three d6s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it:

    1: Entangling Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw to not be restrained by thorny pumpkin vines. A creature restrained in this way takes 5 (1d10) piercing damage from the vines at the beginning of each of its turns. The target can be freed with a successful DC 15 Strength check as an action. The target can make it as a Dexterity check instead.
    2: Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    3: Fire Ray. The target must succeed on a DC 15 Dexterity saving throw or take 27 (5d10) fire damage.
    4: Pumpkin Ray. The targeted creature must make a DC 15 Wisdom saving throw. On a failed save, the creature begins to turn into a pumpkin and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature becomes a pumpkin of its size (AC 6, 8 hit points plus 8 per size category beyond Medium) until destroyed or until freed by the remove curse spell or other magic.
    5: Slime Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw to not be splashed with sticky pumpkin jelly. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions and has disadvantage on Dexterity-based attack rolls, ability checks and saving throws. A creature that can't be restrained is immune to this ray. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    6: Sun Ray. The target must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) radiant damage.