Fright-o-Lantern (5e Creature)

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Fright-o-Lantern[edit]

Medium plant, neutral evil


Armor Class 17 (natural armor)
Hit Points 114 (12d8 + 60)
Speed 60 ft.


STR DEX CON INT WIS CHA
20 (+5) 23 (+6) 20 (+5) 16 (+3) 10 (+0) 10 (+0)

Proficiency Bonus +3
Senses blindsight 120 ft., passive Perception 10
Languages understands Common but can’t speak
Challenge 7 (2,900 XP)


False Appearance. While the fright-o-lantern remains motionless, it is indistinguishable from an ordinary pumpkin.

ACTIONS

Multiattack. The fright-o-lantern makes two attacks, only one of which can be constricting grasp.

Vine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Constricting Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 18). Until the grapple ends, the target takes 8 (1d6 + 5) bludgeoning damage at the start of each of its turns, and the fright-o-lantern can't constrict another target.

BONUS ACTIONS

Seed. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the fright-o-lantern. Hit: The target must make a DC 15 Constitution saving throw. On a failed save, the target is seeded.

Seeded

Days 1 and 2: 1 level of infliction, target’s skin begins to take on a greenish hue

Days 3 and 4: 2 levels of infliction, target’s limbs begin to thin, skin becomes even greener

Days 5 and 6: 3 levels of infliction, target’s head begins to take on an orange hue

Days 7 and 8: 4 levels of infliction, target’s head begins to swell

Day 9: 5 levels of infliction, target begins to lose grip on reality and may attack anyone nearby with any interaction (Int DC 15)

Day 10: 6 levels of infliction, target becomes a full fright-o-lantern.


Fright-o-lantern.jpg
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