Halloween Goodies


Homebrew and House Rules


Greetings. My second favorite holiday is just around the corner, and I felt like starting a thread for people to post their Halloween or seasonal creations. I will start out with something I posted 2 years ago, but I've worked on it a little bit since then and I felt it would be good to re-release it.

So, without further a-boo (pun intended)...

Sinister Squashling CR 1/2:

What appears to be a normal pumpkin suddenly proves otherwise as it lifts itself up off the ground with its vine appendages and waves two large vines to either side of its body in anticipation of its next meal. Two hollow eyes and an unsettling grin open maliciously as an eerie fire glows from within.

XP 200
NE Small plant
Init +6; Senses low-light vision; Perception +4

DEFENSE
AC 16, touch 13, flat-footed 14; (+2 Dex, +3 Natural, +1 Size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Resist fire 5; Immune plant traits

OFFENSE
Speed 15 ft.
Melee bite +1 (1d4); vine whip +1 (1d4)
Ranged pumpkin toss +3 (1d4 plus 1d6 fire)
Space 5 ft.
Reach 5 ft.
Special Attacks pumpkin toss (1d4 plus 1d6 fire)

STATISTICS
Str 11, Dex 14, Con 12, Int 2, Wis 11, Cha 9
Base Atk +0; [b]CMB -1; CMD 11 (can’t be tripped)
Feats Improved Initiative
Skills Perception +4, Stealth +10 (+18 in vegetation)
Special Qualities pumpkin form

ECOLOGY
Environment temperate forests, hills, or plains (pumpkin patches)
Organization solitary or patch (2-10)
Treasure incidental

SPECIAL ABILITIES
Pumpkin Form (Su) A sinister squashling looks like a normal squash or gourd, most commonly a pumpkin, when at rest. A DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Vine Whip (Ex) A sinister squashling can attack with its vine ‘arms’ to deal 1d4 slashing damage.
Pumpkin Toss (Ex) A sinister squashling can detach its head and throw it at its target up, dealing 1d4 damage plus the causing the target to burn (1d6) as per the special ability, with a DC 10 Reflex save. The sinister squashling’s head has a range of 30 ft. Without its head, the sinister squashling is affected as if it had the blinded condition, but gains tremorsense of 15 ft. It remains in this condition until it can find another suitable pumpkin or similar vegetable to replace the one it lost.

Sinister squashlings are carnivorous and malevolent plants related to jack-o’-lanterns that are created by unique necromantic energies that only occur during the fall. They make their homes in pumpkin patches and similar crops, relying on their unique nature to kill their prey. As a last resort, a sinister squashling will throw its 'head' at its target to try and escape.
A sinister squashling looks like a jumble of vines standing two feet tall with a pumpkin, gourd, or squash for a head. It usually sports what looks like a face with two triangular eyes and a malicious mouth. It uses two large vines on the side of its 'body' as whips.

Sinister Squashling Familiars: A wizard or witch of 3rd level or higher may select a sinister squashling as a familiar if they possess the Improved Familiar feat.

Any suggestions or corrections (my math sometimes gets fuzzy) are greatly appreciated.

Anyone else have some good Halloween - related material?


I created a whole festival with carnival games (Using a combination of every skill on the list in some way), a costume Contest, food that granted fun effects (Fairie fire, prestigitation colours, disguise self (Creature), candy that granted remove fatigue 1hr, add exhaustion at end of hr for 2 hrs), friendly bards creating low level fog and summoning friendly spectres, pumpkins ecnhanted with magic mouth and commanded to scare or joke.
I will say this, carnival games are fun, but hard to create (I think the third time was the charm =p )and not great for a big party.
I love Halloween, I can't wait to see what other have created (So I can maybe use it!)


I have another creature I want to work on, based off of a Halloween-themed cartoon my kids have been watching lately. Hopefully I can have it up by the weekend.


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A sentient plant creature bent on revenge looks for patches of sleeping humans and chooses one with the biggest, roundest head. He cuts it off at the neck-vine and brings it home. After some refrshments, the plant creature opens the top, scrapes out the gooey insides, mutilates the face, and lights the inside on fire. How will the PCs track down this monster?


i WANT a giant pumpkin!

RPG Superstar Season 9 Top 16

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Ciaran Barnes wrote:
A sentient plant creature bent on revenge looks for patches of sleeping humans and chooses one with the biggest, roundest head. He cuts it off at the neck-vine and brings it home. After some refrshments, the plant creature opens the top, scrapes out the gooey insides, mutilates the face, and lights the inside on fire. How will the PCs track down this monster?

Thanks to your successful Linguistics check, you manage to decipher the incoherent babble of the local townsfolk, who report that the last victim was a small child found dead this morning in the pumpkin patch and wrapped up in a blue blanket.


I'd have to dig up the stats for it (I think it's in an old laptop that doesn't work anymore...), but I created a composite undead creature that consisted of a giant zombie to start with the advanced template. It was a tough fight, but once it's destroyed, the creature comes apart and its constituent organs awaken to attack the party. The bones of the zombie becomes a giant skeleton. The entrails have the properties of black tentacles attached to an animated stomach with an acid attack. The lungs become a flying eagle with a banshees scream. And the skin becomes a cloaker like creature trying to engulf its victims.

Once the party finally beat the giant zombie, the look in their eyes when the organs began to animate brought true horror, and one of the best undead encounters I ever ran.


Kinda reminds me of this one game I was in where we came upon an empty village. There was no sign of struggle or anything. We were slowly investigating the houses when or barbarian heard something from a side room. He entered the room and there was a zombie baby in a crib. In what was by far the most hilarious fight ever (to us at least), we 'watched' as he couldn't hit the zombie with a single attack. Eventually he did kill it, but it had whittled away at his HP so he was fairly low.

Our cleric, laughing his but off, healed the barbarian before he started bashing door down ready to kill any more zombies, being visibly shaken from his zombie baby ordeal.

The last house he kicked open, our DM had two adult zombies with an infant zombie swinging in their arms. Before the barbarian could react they threw the baby zombie at the barbarian, where it grabbed onto him and started to claw at him. The barbarian started screaming 'Get it off! Get it off!' in abject terror.

We couldn't even focus on the fight as we were laughing so damn hard.


Orange Bag of Tricks:
1 Big black cat(Panther)
2 Dire vampire bat
3 Large Blue Mastiff
4 M sized spider

The Mastiff is based on a scary Terry Blue Terrier my Dad owned.


I didn't write this up specifically for Halloween, but it seems appropriate.

Coffinwood Golem:

This large creature appears to be built of pieces of old wood, its torso a single empty coffin. Its joints creak in protest as it raises itself off the ground, and the stench of death accompanies it.
COFFINWOOD GOLEM, CR 5
N Large Golem
Init +3; Senses low light vision, darkvision 60 ft.

DEFENSE
AC 16, touch 12, flat-footed 13 (+4 natural armor, +3 dex, -1 size)
hp 60 (6d10+30)
Fort +2, Ref +5, Will +5
Immune construct traits, magic, DR 5/adamantine

OFFENSE
Speed 30 ft.
Melee 2 slams +9 (2d8+4 + grab)
Space 10 ft; Reach 10 ft.

STATISTICS
Str 18, Dex 16, Con --, Int -- , Wis 16, Cha 1
Base Atk +6; CMB +11 (+15 grapple); CMD 24

ECOLOGY
Environment: any
Organization: solitary or gang (2-4)
Treasure: none

SPECIAL ABILITIES

Immunity to Magic (Ex): A coffinwood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells or spell-like abilities that involve positive or negative energy, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.

  • Warp Wood or Wood Shape slows a coffinwood golem (as the slow spell) for 2d6 rounds (no save).
  • Repel Wood drives the coffinwood Golem back 60 feet and deals 2d12 points of damage to it (no save).
  • A magical attack that deals negative energy damage breaks any slow effect on the golem in addition to its normal effects.

    Negative Energy Affinity (Ex): A coffinwood golem is healed by abilities that deal negative energy damage and damaged by abilities that deal positive energy damage.

    Entomb (Ex): A coffinwood golem that is grappling an enemy can attempt to entomb it as a special use of the grapple ability. To use this, the coffinwood golem must be grappling an enemy at least one size category smaller than itself. If it succeeds at another grapple check, it successfully traps the creature in the coffin that makes up the golem’s torso. The creature gains the pinned condition, but the coffinwood golem has neither the pinned condition nor the grappled condition. A coffinwood golem can only have one creature entombed at a time, but can release an entombed creature as a free action.

    Life Siphon (Ex): A coffinwood golem can use the life force of a creature it has entombed to fuel its necromantic life force. Any time the coffinwood golem takes damage from a positive energy effect, its entombed victim must make a fortitude save (DC 16). On a failed save, the victim takes the damage instead. On a successful save, the victim only takes half damage, and the coffinwood golem suffers the remainder.


  • Whoa, that's a cool golem. I can totally see it lumbering through an old graveyard or through some creepy woods with leafless trees and some low-lying fog.


    At the conclusion of the harvest moon festival, an blue ribbon is awarded to Farmer Jim-Jim and his 600 lb. pumpkin. The entire town is in attendance. Suddenly, a reclusive transmuter bent or retribution for the rejection of his living scarecrows, bespells the pumkin. It springs to life and begins to roll through the large crowd, crushing a score of children and their parents before anyone can react. Dozens of living scarecrows have circled the cowd and close in. Still the 600 lb. pumkin rolls on. At a nearby inn, a group of travellers have gathered for a celebration of their own, until screams ring out as dusk looms in the sky. The heroes arm themselves and head into the chilling autumn evening...


    No Noggin
    This scarecrow was made without a pumpkin head.
    It has one less dice and 5 less hits, till it finds a new head. It also has no gaze attack without a head.
    Every year around Halloween, it comes looking for a new head. It kicks hats off any heads to see if they are actually jack o lanterns. When it finds a good one, it puts it on it's shoulders, and puts it's own hat on top. It keeps it's head in a pickling vat so it will last a year.


    Goth Guru wrote:

    No Noggin

    This scarecrow was made without a pumpkin head.
    It has one less dice and 5 less hits, till it finds a new head. It also has no gaze attack without a head.
    Every year around Halloween, it comes looking for a new head. It kicks hats off any heads to see if they are actually jack o lanterns. When it finds a good one, it puts it on it's shoulders, and puts it's own hat on top. It keeps it's head in a pickling vat so it will last a year.

    Darn you, that's the one I was going to work on. However, I got sidetracked with many other projects and real work, so no biggie. I was going to make it a fey I think. I'll probably write one up anyways at some point.


    You can make the Fey that built No Noggin, and got distracted(The fall leaves paint gun kept getting clogged or something). :)


    Bump(in the night.:)

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