b'Pumpkinhead \n'b'  Medium   plant ,  chaotic evil  \n'b'  Armor Class  14  Hit Points  95 (10d8 + 50)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  20 (+5)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Condition Immunities   blinded ,  deafened   Senses  blindsight 60 ft, passive  Perception  10  Languages  Common, Infernal  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . Pumpkinhead has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Pumpkinhead makes two slam attacks, or a slam  attack  and a grasping arm  attack . He may also hurl a pumpkin while above ground. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'  Grasping Arm .  Melee Weapon Attack : +5 to hit, reach 25 ft., one target.  Hit : The target is  grappled  (escape DC 14). Until the grapple ends, the target is  restrained  and has disadvantage on  Strength  checks and  Strength  saving throws. Pumpkinhead can only have one creature  grappled  at a time. \n'b'  Hurl Pumpkin (Above Ground Only) . Pumpkinhead telekinetically hurls a pumpkin within 60 feet of him that he can see.  Ranged Weapon Attack : +4 to hit, range 60/120 ft., one creature.  Hit : 7 (1d10 + 2) bludgeoning damage. \n'b'  Reel . Pumpkinhead pulls each creature  grappled  by him up to 25 feet straight toward him. \n'b'  Squash Bugs . Targeting one  grappled  creature within 5 feet of him, Pumpkinhead exhales a swarm of squash bugs which infest the creature, entering orifices and biting skin. The creature must make a DC 14  Constitution  saving throw, suffering 6d8 necrotic damage on a failed saving throw, or half as much damage on a successful save. \n'b'\n'b' LAIR ACTIONS \n'b' While in his pumpkin patch or his underground lair, Pumpkinhead can take lair actions. On initiative count 20 (losing initiative ties), Pumpkinhead can take a lair action to cause one of the following magical effects. Pumpkinhead can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b'  Create Shambling Mound (Above Ground Only) . Pumpkinhead creates a shambling mound, appearing in an empty space within 60 feet of Pumpkinhead that he can see. \n'b'  Flailing Vines . Thick, flailing vines sprout in a 15-foot radius centered on a point within 60 feet that Pumpkinhead can see. These vines wither away after 1 minute. For the duration, that area is  difficult terrain  for non-plant creatures. In addition, each creature in that area when the vines appear must succeed on a DC 14  Dexterity  saving throw or fall  prone . \n'b'  Take Root . Pete\xe2\x80\x99s viny feet dig into the soil. Until start of his next turn, Pumpkinhead\xe2\x80\x99s movement is reduced to 0 and he cannot take the  dash ,  dodge , or  disengage   actions . In addition, Pumpkinhead has advantage on  Strength  savings throws and cannot be knocked  prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' Pumpkinhead 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\xe2\x80\x99s turn. Pumpkinhead regains spent legendary actions at the start of his turn. \n'b'\n'b'  Attack . Pumpkinhead uses either his Slam, Grasping Arm, Reel, or Squash Bugs action. \n'b'  Maneuver . Pumpkinhead takes the  dash ,  dodge , or  disengage  action. \n'b'  Feed the Tree (Cost 2 Actions) . Pumpkinhead draws life from his lair, regaining 20  hit points .'