b'Demon, Pumkin \n'b'  Family:   Demons  \n'b'  Large   fiend  ( demon ), neutral evil \n'b'  Armor Class  18 (natural armor)  Hit points  105 (10d10 + 50)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  21 (+5)  CON:  21 (+5)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Resistances  acid, cold  Skills   Intimidation  +6,  Perception  +6,  Stealth  +6,  Survival  +6  Senses   darkvision  60 ft., passive  Perception  14  Languages  Abyssal  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'\n'b'  Bound . The pumpkin demon is magically bound to its master. As long as the pumpkin demon and its master are on the same plane of existence, the master can telepathically call the pumpkin demon to travel to it, and the pumpkin demon knows the distance and direction to the master. If the pumpkin demon is within 60 feet of the master, half of any damage the demon takes (rounded up) is transferred to the master. \n'b'  Faultless Tracker . The pumpkin demon is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The pumpkin demon knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The pumpkin demon can have only one such quarry at a time. The pumpkin demon also always knows the location of its master. \n'b'  Hybrid Nature . The pumpkin demon has two creature types: fiend and plant. It can be affected by a game effect if it works on either of those creature types. \n'b'  Magic Resistance . The pumpkin demon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The pumpkin demon\xe2\x80\x99s weapon attacks are magical. Siege Monster. The pumpkin demon deals double damage to objects and structures \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The pumpkin demon can use its Frightful Presence. It then makes two attacks: one with its claw and one with its tail spike. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 10 (2d4 + 5) slashing damage. \n'b'  Tail Spike .  Melee Weapon Attack : +9 to hit, reach 15 ft., one creature.  Hit : 14 (2d8 + 5) piercing damage. \n'b'  Frightful Presence . Each creature of the pumpkin  demon \xe2\x80\x98s choice that is within 120 feet and aware of it must succeed on a DC 14  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the pumpkin  demon \xe2\x80\x98s Frightful Presence for the next 24 hours. \n'b'\n'b' About \n'b' This tall humanoid figure has two long arms tipped by massive claws, animal-like legs, and a long tail ending in a spike. Its head is shaped like a pumpkin, with a wicked maw filled with teeth and two white, hateful eyes. \n'b' Pumpkin demons are created by the spell pumpkin pact. Once formed, a pumpkin demon will mercilessly hunt down its prey until they are all dead. Pumpkin demons are creatures driven entirely by vengeful rage. They are not subtle in their attacks, targeting their victims with tooth and claw.'