Pumpkin Head (5e Creature)
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Large undead, chaotic evil
Saving Throws Con +5, Wis +3
Ethereal Sight. The pumpkin head can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Innate Spellcasting. The pumpkin head's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Removable Head. If the pumpkin head is grappled or shoved, it will be disarmed of its protective head, which will fall into an open space within 5 feet of it. The head itself is immune to damage, but will be destroyed if the pumpkin head dies. While headless, the pumpkin head has an AC of 11. If the pumpkin head is in the same space as its head, it can don the head as a bonus action.
Multiattack. The pumpkin head makes one slam attack and uses its ghastly touch.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) bludgeoning damage.
Ghastly Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage.
Spawn Head. The pumpkin head grows a new protective head upon its shoulders (see Removable Head feature). Its previous head disappears into thin air.
A pumpkin head is the result of a powerful ghini possessing a pumpkin. As its name suggests, its towering body is comprised of an unusually large head resembling a massive jack-o-lantern, which rests upon a semitransparent robbed humanoid body.
If its false pumpkin head is removed or sundered, the spirit's true form is revealed as a much smaller and spritely looking specter within the robe. Should this specter be allowed to acquire its false head again, or manage to form a new one, its robed body will reform and again provide armor-like protection for its true form.
Undead Nature. A pumpkin head does not require air, food, drink, or sleep.
- Ghini, a spirit which can become a pumpkin head
- Gyorm, another creature that easily loses its protective armor