Pumpkin hags are created through a gruesome ritual. First, a hag spits pumpkin seeds into desecrated grounds watered with the blood of its victims. In three days, a pumpkin emerges. Then, the hag carves the pumpkin and places a candle made from the same victim’s skin inside it. Once lit, the pumpkin hag comes to life.
Up they come, the pumpkin hags, wicked claws, devilish grins, and magical powers. From then on, the pumpkin hags act as servants to its creator, accomplishing simple tasks at their behest without question. In large numbers, pumpkin hags can also act as its creator’s militia.
Pumpkin hag heads are massively carved pumpkins and their bodies are made out of tough, woven vines. Usually, a pumpkin hag will dress in a manner similar to its creator using whatever material is available.
While not as powerful as their creators, the pumpkin hags do have limited magical abilities that aid them while they trick and trap a hag’s victims. A pumpkin hag also has a wicked bite that has a chance of lighting its target on fire thanks to the candle in the center of its head.
Small plant, lawful evil
Armor Class 13 (natural armor)
Hit Points 11 (2d6 + 4)
Speed 20 ft.
Abilities Str 12 (+1), Dex 12 (+1), Con 15 (+2), Int 5 (-3), Wis 10 (+0), Cha 3 (-4)
Skills Stealth +3
Damage Vulnerabilities bludgeoning
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Common and Sylvan but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the pumpkin hag remains motionless, it is indistinguishable from a normal jack-o-lantern.
Spell Storing. The pumpkin hag’s creator can cause the pumpkin hag to store one of the following spells: dancing lights, minor illusion, or vicious mockery. To do so, the creator must cast the spell on the pumpkin hag. The spell has no effect but is stored within the pumpkin hag. When commanded to do so by the creator or when a situation arises that was predefined by its creator, the pumpkin hag casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature or a flammable object, it must make a DC 10 Dexterity saving throw. On a failed save, the target ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
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Pumpkin hags will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.
It will be available for free download and reading until the book is published (probably by the end of this week).
Thanks for reading!