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  4
  Monster Menagerie: seasonal stars
  IntroductIon
  T
  he very first Monster Menagerie was “Winter 
  Ravagers,” a collection of winter-holiday-themed 
  monsters we though gamers would appreciate for 
  wintertime games. It was, unfortunately, a bit rushed 
  and thus not our best work.
  But the idea still seemed like a good one.
  It’s been several years since Winter Ravagers, and 
  scheduling has kept us from attempting any more full-
  sized monster books aiming to be introduced during 
  a specific season. But we DID manage to get a single 
  template finished in time for fun Halloween gaming, 
  and decided that maybe sometimes it’s better to have 
  one well-done monster idea than a book of options 
  all designed for thematic games during the same time 
  of year. How many horror-themed games are going 
  to get run by one group, anyway?
  Of course if we’re just doing a single monster 
  idea, it’s much more likely to be useful it we present 
  it as a template, rather than a stand-alone creature 
  entry. With a normal creature, the GM has limited 
  options on how to balance the foe for groups at a 
  much higher or lower level than the threat’s CR. 
  A well-designed template, however, can be used 
  to create creatures in a wide range of CRs, as well 
  as more easily match the theme of an adventure by 
  applying it to complementary monsters.
  Thus, this first entry in the “Seasonal Stars” line 
  offering a single concept, the pumpkin-headed 
  horror that often inspires campfire tales and local 
  legends. This creature is appropriate as an ongoing 
  threat separate from an adventure’s main plot (and 
  able to continue to be a threat even after PCs kill 
  it the first time). It could be a sideline mission 
  the PCs stumble across while staying at an inn on 
  the moors, or the climactic final battle in a long 
  adventure exploring the region and dealing with 
  the forces that called it into being. The pumpkin 
  stalker template can be added to nearly any monster 
  to form a custom creature sure to concern any band 
  of adventurers. And for GMs who just need a pre-
  written villain to throw at players, we present the 
  template pre-applied to an assassin vine (the CR 4 
  vine stalker), a wyvern (the CR 8 pumpkin stinger), 
  and a mohrg (the CR 11 death-o-lantern).
  PumPkIn Stalker
  Pumpkin stalkers are creatures infused with both the raw 
  power of nature, and fearful abilities fueled by anger, 
  injustice, and violence. Pumpkin stalkers are generally 
  created by some combination of vast magical energy, 
  and pain, rage, fear, and unfortunate circumstances. 
  They are anchored to a specific natural area (classically 
  a pumpkin patch), and emerge periodically to wreak 
  havoc and destruction. A GM can read through the 
  six example pumpkin stalkers in the Rejuvenation 
  entry (below) for ideas on how pumpkin stalkers 
  can color an adventure.
  While a classic pumpkin stalker 
  appears to be made of pumpkins and 
  vines (or at least infused with them—
  an undead might well seem to have 
  pumpkin vines growing through its 
  corpse for example), it isn’t necessarily 
  a creature of the plane type. Instead this 
  appearance is indicative of the place 
  it is tied to, and its connections to 
  wild magic and the powers of anger 
  and fear (as represented by carved 
  pumpkins in many mortal cultures). 
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  PumPkin Stalker
  5
  Despite the name “pumpkin stalker,” this template 
  can be used for any creature powered by untamed 
  wilds and negative powers, and may become known 
  by other names such as The Thing in the Corn Fields, 
  the Darkness in the Woods, or the Bloody Thorn 
  Butcher, each with its own appropriate appearance 
  blending nature and horror.
  creatIng a PumPkIn Stalker
  Pumpkin Stalker is an acquired template that can 
  be added to a corporeal creature. A pumpkin stalker 
  uses all the base creature’s statistics and special 
  abilities except as noted here.
  CR: HD 4 or less, as base creature +1; HD 5 to 10, as 
  base creature +2; HD 11 or more, as base creature +3.
  Alignment: Any evil. If the base creature’s 
  alignment is not evil, it becomes neutral evil.
  Type: In most cases the creature’s type does not 
  change. The exceptions are animals (which become 
  magic beasts) and humanoids (who become 
  monstrous humanoids). Do not recalculate HD, 
  BAB, or saves if the type changes.
  Armor Class: Pumpkin stalkers are both tough and 
  surprisingly nimble. Natural armor bonus improves 
  by +1 (if 4 HD or less), +2 (if 5 to 10 HD), or +3 (if 
  11 HD or more). A dodge bonus is also gained of +1 
  (if 10 HD or less), or +2 (if 11 HD or more).
  Defenses/Qualities: Gains low-light vision; immunity 
  to all mind-affecting effects (charms, compulsions, 
  morale effects, patterns, and phantasms), paralysis, 
  poison, polymorph, sleep effects, and stunning; DR 
  5/magic (if HD 11 or less) or 10/magic (if HD 12 or 
  more); and SR equal to creature’s CR + 11 (maximum 
  35). Cannot be targeted by any spell that affects only 
  creatures of a specific type unless the spell affects 
  both the pumpkin stalker’s type and the plant type. A 
  pumpkin stalker does not need to breathe, eat, or sleep.
  Special Attacks: A pumpkin stalker gains the 
  following:
  Fascinating Gaze (Su): Target is fascinated, 
  30 feet, Will save negates (DC 10 +1/2 hit dice 
  + Constitution or Charisma score, whichever is 
  higher). Fascination lasts as long as the pumpkin 
  stalker remains within a range of 50 feet per hit 
  die to the fascinated creature. The approach of 
  the pumpkin stalker does not count as an obvious 
  threat to the victim of this particular fascination 
  effect (although the pumpkin stalker’s attack does 
  count as an obvious threat and ends the fascination 
  immediately). This is a mind-affecting effect. 
  Fear (Su): A pumpkin stalker’s touch infuses 
  its target with overwhelming waves of fear. This 
  automatically applies to the first successful melee 
  attack the pumpkin stalker makes each round, or 
  the pumpkin stalker can make a special melee 
  touch attack as a standard action to deliver just 
  the fear effect. If the victim fails a Will save 
  (DC 10 +1/2 hit dice + Constitution or Charisma 
  score, whichever is higher), he cowers and can 
  take no actions other than attempting a new Will 
  save (at the same DC) at the end of the following 
  round (and each round thereafter) to end this fear. 
  A successful first save leaves the victim shaken 
  for 1 round. This is a mind-affecting fear effect. 
  Once a creature has saved against a pumpkin 
  stalker’s fear effect, it cannot be affected again 
  until it is damaged by the pumpkin stalker, or 
  after the next midnight passes.
  Hexes: A pumpkin stalker has a cumulative 
  number of witch hexes set by its HD. It treats its 
  HD as its witch level for these hexes. A number of 
  times per day equal to 1 + 1/3 its HD, a pumpkin 
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  6
  Monster Menagerie: seasonal stars
  stalker can use one of its hexes that normally 
  requires a standard action as a swift action. It 
  cannot do this the same round it uses a hex as 
  a standard action. The save DC for the pumpkin 
  stalker’s hexes is (10 +1/2 hit dice + Constitution 
  or Charisma score, whichever is higher).
  TABLE: PUMPKIN STALKER 
  HEXES BY HIT DIE
  Hit Dice 
  Hexes Known
  1–3 
  Blight
  4–6 
  Cursed Wounds (see below)
  7-9 
  Cackle, Evil Eye
  10-12 
  Misfortune
  13-15 
  Agony, Flight
  16-18 
  Nightmares
  19-20 
  Death Curse
  Cursed Wounds (Su): The pumpkin stalker can 
  curse a living creature, preventing it from healing 
  completely. For a number of days equal to 3 + 
  the pumpkin stalker’s Constitution or Charisma 
  modifier (whichever is higher, minimum 1), 
  whenever the victim is the target of a conjuration 
  (healing) spell or magical healing effect, the caster 
  of the healing effect must succeed at a caster level 
  check (DC = 11 + 1/2 the pumpkin stalker’s HD) 
  to end the hex. If the check fails, the healing effect 
  functions as normal, except it cannot remove all the 
  damage the victim suffered, leaving the victim with 
  2 hp of damage per HD of the victim. Similarly, 
  natural healing, fast healing, and regeneration fail 
  to cure the victim’s last 2 hp per HD of damage. 
  A successful Will save reduces the duration of this 
  hex to 1 round. If the pumpkin stalker has 5 HD or 
  more, the victim of this hex also takes a –2 penalty 
  on Fortitude saving throws to avoid contracting a 
  disease or poison from an injury.
  This is a curse effect and can be removed by 
  remove curse.
  Abilities: A pumpkin stalker gains a +4 bonus 
  on three ability scores of its choice and a +2 
  bonus on the other three.
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a pumpkin stalker through simple 
  combat: the “destroyed” creature is recreated in 
  the same pumpkin patch that spawned it when the 
  conditions for its existence are next met (though 
  no sooner than 24 hours after its destruction). 
  Even if that patch is totally destroyed, enough of 
  the gourd vines regrow to create a pumpkin stalker 
  once the circumstances support it again. Even the 
  most powerful spells are usually only temporary 
  solutions. The only way to permanently destroy 
  a pumpkin stalker is to determine the reason 
  for its existence and set right whatever terrible 
  circumstance created it. The exact means varies 
  with each pumpkin stalker and may require a good 
  deal of research, and should be created specifically 
  for each different pumpkin stalker by the GM.
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  PumPkin Stalker
  7
  Some possible circumstances leading to a 
  pumpkin stalker’s creation are outlined below, 
  though a GM should feel free to create her own to 
  fit the adventure she wants to run.
  1. The heads of the most prominent families in 
  a local community perform secret autumn rituals, 
  including the sacrifice of innocent sapient creatures 
  (often visitors to town, or local troublemakers). 
  These rituals ensure a good harvest, but also 
  cause the terrible pumpkin stalker to rise from 
  the harvest during a Blood Moon (which can be 
  anything from a random astrological event that 
  suits the GM’s needs to any full moon happening 
  with 2 days of the Autumn Equinox, but should 
  be an event that doesn’t occur every year).
  A pumpkin stalker of this type normally hunts 
  down the youngest members of the families 
  performing the rituals, as it represents the angry 
  vengeance of the innocent blood spilled to bring 
  a good harvest, though it also kills anyone who 
  gets in its way. It kills one creature each night 
  for 30 nights. The pumpkin stalker can only 
  be permanently stopped if the leaders of the 
  families performing the sacrifices are all hunted 
  down and killed by it (which normally only 
  happens if it kills its way through whole families, 
  though if all other victims are protected it may 
  skip over younger members to kill more senior 
  representatives of each family), or if the family 
  rulers are exposed and convicted of the crimes 
  committed during these sacrifices.
  2. A child in a nearby community is a budding 
  spiritualist (Pathfinder Roleplaying Game Occult 
  Adventures), but doesn’t understand her own 
  power, and is harassed by fearful villagers for the 
  odd psychic powers she manifests. A particularly 
  traumatic hazing event occurs in a field, and the 
  negative psychic energy from the spiritualist 
  unknowingly calls out to a phantom … which 
  doesn’t quite manifest.
  The pumpkin stalker is an in-between state of 
  the spiritualist’s phantom, which emerges from 
  the field once each night to terrorize those who 
  harass the spiritualist. The only ways to stop 
  these attacks are to kill the spiritualist (ending 
  her phantom’s connection to the material plane), 
  teach the spiritualist to fully control her power 
  (which is likely time-consuming), or destroy the 
  pumpkin stalker in the presence of the spiritualist 
  (causing the phantom to manifest normally, 
  though this still leaves the spiritualist with a 
  powerful ally and little training).
  3. A coven of hags, witches, or both, uses the 
  pumpkin stalker as their enforcer, sending it out 
  from their cauldron to attack foes of the coven. 
  The coven may have an understanding with some 
  local merchant or brigand group, causing the 
  pumpkin stalker to initially seem to be an agent 
  of that group. Until the coven is destroyed (or 
  at least their cauldron ruined), they continue to 
  summon the pumpkin stalker as needed, even if it 
  is destroyed on a particular mission.
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  8
  Monster Menagerie: seasonal stars
  4. A witch was murdered without cause, and 
  her familiar survived her. The familiar seeks 
  to find those guilty, and through its eyes the 
  witch’s patron sees those who might be guilty 
  of the crime, and sends the pumpkin stalker to 
  destroy them. As the familiar is consumed by 
  grief, and the patron doesn’t much care if it kills 
  the innocent along with the guilty, the pumpkin 
  stalker is wreaking significant destruction.
  To stop this type of pumpkin stalker either 
  those guilty of the witch’s murder must be caught 
  and punished to the familiar’s satisfaction, or the 
  familiar must be killed.
  5. A powerful fey watched over a wild pumpkin 
  patch, until it was razed to make room for a 
  local lord’s orchards (or vineyards, or cattle, or 
  whatever). The fey brings the pumpkin stalker 
  from the Fey Realm, to punish the lord (and 
  damage the things he values) to force the lord 
  to let the fields grow wild once more. Of course 
  the fey is immortal, and doesn’t really notice (or 
  care) that the mortal lord is long since dead, and 
  his descendants have no idea why part of their 
  lands seem cursed or how they might fix it.
  The type of pumpkin stalker can only be 
  summoned when the barrier between the material 
  plane and the Fey Realm is weak, likely during 
  powerful storms on nights of the new moon, or 
  similar moments displaying the raw power of 
  nature. Permanently destroying it requires killing 
  the fey or someone learning what angered the 
  fey and convincing the new lords to give up a 
  valuable piece of their cultivated land.
  6. A foolish mortal made a deal with a devil 
  to have a pumpkin stalker to see to the mortal’s 
  contractual needs. This might be a greedy 
  merchant seeking to guard his valuables, a parent 
  grieving over the loss of a child and thus desiring 
  vengeance, or a ruling diabolist noble who uses 
  the pumpkin stalker to destroy rebels and keep 
  his own people too frightened of its existence to 
  risk opposing the noble (who carefully “drives 
  off” the creature whenever it attacks his capitol).
  Of course, devil’s bargains often get out of 
  control, and the desires of the mortal don’t matter 
  – only what the blood contract signed with the 
  devil says. Perhaps a blob of wax drops on the 
  contract, changing it from “never harming” the 
  mortal to just “harming” the mortal. Perhaps it is 
  to carry out what is in his “best interests,” and 
  now that the mortal is dead and the pumpkin 
  stalker is trying to create so much death in the 
  area that a necromancer will be attracted and 
  might raise the mortal as an undead. Perhaps the 
  devil inserted a loophole that allows him to use 
  the pumpkin stalker for other purposes.
  Whatever the case, to stop this kind of pumpkin 
  stalker the original contract must be found and either 
  destroyed or (more interestingly), its terms met.
  SamPle PumPkIn 
  StalkerS
  Below are three premade pumpkin stalkers, 
  applying this template to an assassin vine, wyvern, 
  and mohrg, for three very different kinds of 
  monstrosities (at CR 4, CR 8, and CR 11). A GM 
  can combine these with any of the backgrounds 
  suggested above in the rejuvenation special ability, 
  or create new backgrounds inspired by the form and 
  abilities of each pumpkin stalker.
  VIne Stalker
  This gnarled collection of vines and pumpkins 
  carved into leering faces, convulses across the 
  ground in an unnatural slither.
  PumPkin Stalker aSSaSSin Vine 
  Cr 4
  XP 1,200
  NE Large plant 
  Init +0; Senses blindsight 30 ft., low-light vision; 
  Perception +2
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+2 Dex, +1 dodge, 
  +7 natural, -1 size)
  hp 38 (4d8+20)
  Fort +9, Ref +3, Will +3 
  Immune 
  electricity, 
  mind-affecting 
  effects 
  (charms, compulsions, morale effects, patterns, and 
  phantasms), paralysis, poison, polymorph, sleep 
  effects, and stunning, plant traits; DR 5/magic; 
  Resist cold 10 and fire 10; does not need to breathe, 
  eat, or sleep; SR 15
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  PumPkin Stalker
  9
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  10
  Monster Menagerie: seasonal stars
  OFFENSE
  Speed 5 ft.
  Melee slam +9 (1d8+10 plus grab); plus fear
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+10), entangle, 
  fascinating gaze (DC 17), fear (DC 17), hexes (DC 
  17) (may use as swift 2/day): blight, cursed wounds
  STATISTICS
  Str 24, Dex 14, Con 20, Int -, Wis 15, Cha 11
  Base Atk +3; CMB +11 (+15 grapple); CMD 23 
  (can’t be tripped)
  SQ camouflage, rejuvenation
  SPECIAL ABILITIES
  Camouflage (Ex) Since a vine stalker looks like 
  a normal pumpkin patch 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.
  Entangle (Su) A vine stalker can, as a free action, 
  cause plants within 30 feet of it to animate and grasp 
  at foes. This ability is 
  otherwise similar to 
  entangle (CL 4th, 
  DC 14). The save 
  DC is Wisdom-
  based.
  V
  ine stalkers 
  are among 
  the most common 
  of pumpkin 
  stalkers, and 
  represent 
  the typical 
  angry, 
  mobile 
  pumpkin 
  patch 
  animated by 
  evil magic.
  PumPkIn StInger
  A dragonlike form, its blue-and-green wings 
  immense and its tail tipped with a hooked stinger, 
  lands on two taloned feet and roars a challenge 
  from an elongated pumpkin head.
  PumPkin Stalker WyVern 
  Cr 8
  XP 4,800
  NE Large dragon 
  Init +8; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +19
  DEFENSE
  AC 24, touch 13, flat-footed 20 (+3 Dex, +1 dodge, 
  +11 natural, -1 size)
  hp 87 (7d12+42)
  Fort +11, Ref +8, Will +9 
  Immune 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  morale 
  effects, 
  patterns, 
  and 
  phantasms), paralysis, poison, polymorph, sleep 
  effects, and stunning;
  DR 5/magic; does not need to breathe, eat, or sleep; 
  SR 19; Cannot be targeted by any spell that affects 
  only creatures of a specific type unless the spell 
  affects both dragons and plants.
  OFFENSE
  Speed 20 ft., fly 60 ft. (poor)
  Melee sting +12 melee (1d6+6 plus poison), bite 
  +12 melee (2d6+6 plus grab), 2 wings +7 (1d6+3); 
  plus fear
  Space 10 ft.; Reach 5 ft. 
  Special Attacks fascinating gaze (DC 19), fear (DC 
  19); hexes (DC 19) (may use as swift 3/day): blight, 
  cackle, cursed wounds, evil eye; rake (2 talons +12, 
  1d6+6)
  STATISTICS
  Str 23, Dex 16, Con 22, Int 9, Wis 14, Cha 11
  Base Atk +7; CMB +16 (+20 grapple); CMD 27
  Special Qualities rejuvenation
  Feats Flyby Attack, Improved Initiative, Iron Will, 
  Skill Focus (Perception)
  Skills Fly +7, Perception +19, Sense Motive +12, 
  Stealth +9
  Languages Draconic
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  PumPkin Stalker
  11
  SPECIAL ABILITIES
  Poison (Ex) Sting-injury; save DC 19; frequency 
  1/ round for 6 rounds; effect 1d4 Constitution 
  damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  P
  umpkin stingers are most common in rocky hill-
  lands where sorcerous blood has been spilled 
  in hate and betrayal, and the magic from the blood 
  mixes with local plants and old curses to form a 
  draconic creature of eldritch power, long claws, and 
  a dragonlike jack-o-lantern head.
  death-o-lantern
  A thick tangle of discolored vines and entrails clings 
  to this lurching skeleton’s torso and winds upward 
  to loll from like a clawed tongue from the gaping 
  mouth of its jack-o-lantern head.
  PumPkin Stalker mohrg 
  Cr 11
  XP 12,800
  CE Medium undead 
  Init +10; Senses darkvision 60 ft., low-light vision; 
  Perception +24
  DEFENSE
  AC 28, touch 17, flat-footed 21 (+4 Dex, +3 dodge, 
  +11 natural)
  hp 119 (14d8+56)
  Fort +6, Ref +12, Will +10
  Immune polymorph, undead traits; DR 10/magic, 
  SR 20. Cannot be targeted by any spell that affects 
  only creatures of a specific type unless the spell 
  affects both plants and undead. 
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +17 (2d8+7 plus grab), tongue +10 
  melee touch (paralysis); plus fear
  Special Attacks create spawn, fascinating gaze 
  (DC 21), fear (DC 21); hexes (DC 21) (may use 
  as swift 5/day): agony, blight, cackle, cursed 
  wounds, evil eye, misfortune, flight; paralysis 
  (1d4 minutes, DC 23)
  STATISTICS
  Str 25, Dex 23, Con -, Int 13, Wis 12, Cha 18
  Base Atk +10; CMB +17 (+19 grapple); CMD 34
  Feats Ability Focus (paralysis), Dodge, Improved 
  Initiative, Lightning Reflexes, Mobility, Skill Focus 
  (Perception), Spring Attack
  Skills Climb +24, Knowledge (any 1: history, local, 
  religion) +15, Perception +24, Stealth +23, Swim +21
  SPECIAL ABILITIES
  Create Spawn (Su) Humanoid creatures killed by 
  a mohrg rise immediately as fast zombies under the 
  mohrg’s control. The sudden bloom of unlife when a 
  mohrg’s victim dies and becomes a zombie causes a 
  surge of negative energy to flow through the mohrg. 
  Whenever a mohrg creates a zombie in this manner, 
  it is healed 1d6 hit points per HD possessed by the 
  slain creature and acts as if hasted for the round 
  immediately following the spawn’s creation.
  T
  he death-o-lantern is among the most dangerous 
  of pumpkin stalkers, generally created by 
  powerful evil forces bargaining to grant a servant to 
  a druid grieving terrible loss and seeking vengeance, 
  a coven of hags, or powerful diabolist-necromancer. 
  The death-o-lantern combines the bloodlust of a 
  terrible killer’s spirit with plants grown from soil 
  fertilized with the blood of his victims.
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  12
  Monster Menagerie: seasonal stars
  Published Under the SRD, OGL, and d20 (v 3) License 
  ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, Inc. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, Inc. does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, 
  Inc., and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, Inc., and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See  
  http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name and logo; 
  the “Monster Menagerie Seasonal Stars: Pumpkin Stalker” 
  name and logo; all artwork, backgrounds, and logos; all 
  trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, 
  monsters, rituals, artifacts AND OR the names of abilities 
  presented within this book are Open Game Content as 
  described in Section 1(d) of the License.
  Product Code: RGG0161
  credItS
  Cover Illustrations: Jeshields
  Interior Illustrations:
  @Kuco / Dollar Photo Club
  @Sararoom / Dollar Photo Club
  Designer: Owen K.C. Stephens
  Editor: Lj Stephens
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2015 Rogue Genius Games
  Rogue Genius Games Logo  
  created by Lj Stephens 
  using designs by Claudio Pozas.
  Used with permission.
  For more information about
  Rogue Genius Games, follow us on Facebook:
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games All rights reserved
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  PumPkin Stalker
  13
  OPEN GAME LICENSE VERSION 
  1.0A
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  the Coast, Inc (“Wizards”). All Rights Reserved.
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
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  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
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  13 Termination: This License will terminate automatically if You fail to comply with all 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- 
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean 
  K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney- 
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Ben Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, 
  Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Player Companion: Blood of the Moon © 2013, Paizo Publishing, LLC; Authors: 
  Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
  Monster Menagerie Seasonal Stars: Pumpkin Stalker© 2015, Rogue Genius Games. Author: 
  Owen K.C. Stephens.
  Kristina Amaloo (kamaloo@hotmail.com)  Transaction: 34807
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Monster Menagerie/Monster Menagerie - Pumpkin Stalker.pdf