Credit: César Espejo Pham

The Zompkin King

Medium Undead-Plant, Chaotic Evil

Armor Class 17 (natural armor)

17 (natural armor) Hit Points 165 (15d12+65

165 (15d12+65 Speed 30ft.

STR DEX CON INT WIS CHA 12 (+1) 16(+3) 16 (+3) 20 (+5) 14 (+2) 12 (+1)

Damage Resistance Bludgeoning, Piercing

Bludgeoning, Piercing Damage Vulnerability Slashing, Cold

Slashing, Cold Senses passive Perception 18

passive Perception 18 Languages Common

Common Challenge 10

Big Jerk. Thinks he is just waaaay better than you.

Greenery. The Zompkin King is made up of leafy vines and a large pumpkin. Because of this, he is resistant to bludgeoning and piercing damage, but weak to slashing and cold damage.

Leafy When lying completely still, The Zompkin King is indistinguishable from a Pumpkin. In addition, The Zompkin King gets a +10 to Stealh when hiding in a Pumpkin Patch

Maximum Pun-ishment. This creature will make leaf/plant puns at every possible turn.

Legendary Resistance(3/Day). If The Zompkin King fails a saving throw, it may choose to succeed instead.

Spellcaster. The Zompkin King is a 12th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Zompkin King has the following spells prepared:

Cantrips (at will): mage hand, prestidigitation, thorn whip, vicious mockery

1st level (4 slots): detect magic, entangle, shield, thunderwave

2nd level (3 slots): detect thoughts, invisibility, hold person, spike growth

3rd level (3 slots): animate dead, counterspell, dispel magic, call lightning, fly

4th level (3 slots): blight, dimension door

5th level (2 slots): antilife shell, insect plague

6th level (1 slot): disintegrate, wall of thorns

Life from the Loam. The Zompkin King is neither fully undead, nor fully plant, and as such has advantage against any effect that turns undead, or effects that target plants.

Actions

Caressing Vines. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit 6 (3d4) piercing damage. The target must succeed on a DC 15 Dexterity saving throw or be grappled. If a creature ends it's turn while grappled, it takes an additional 6 (3d4) piercing damage, and The Zompkin King regains that many hit points.

Legendary Actions

The Zompkin King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Zompkin King regains spent legendary actions at the start of its turn.

Cantrip The Zompkin King casts a cantrip

Caressing Vines (Costs 2 Actions). The Zompkin King uses its Caressing Vines

Root Spook (Costs 2 Actions) The Zompkin King plunges its vines into the earth, pulling spirits out of the dirt around it. Target creature within 15 feet must succeed on a DC 15 Dexterity saving throw against this magic or be restrained in place as roots grow up around it. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.