Fleeing Pumpkin Head
| Fleeing Pumpkin Head | |
|---|---|
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| Mod | Sleepy Hollows |
| Type | Hostile |
| Health | 100 ♥×50 |
| Armor | 22 |
| Speed | 0.43 |
| Follow range | 16 |
| Size | 0.6 × 1.95 blocks |
| XP dropped | 5 |
| Category | Monster |
| ID | sleepy_hollows:fleeing_pumpkin_head |
The Fleeing Pumpkin Head is a hostile flying mob added by the Sleepy Hollows mod. It has 100 health (50 hearts) and armor 22, which makes it one of the sturdiest hostile mobs in the pack's horror biome, and it deals no melee damage at all. Its main threat is what it brings with it: when it is called in, it blinds nearby players and summons a group of Hauntbound Aggressors and skeletons. It is almost always met as part of the Headless Horseman fight, where it is the head that detaches from the boss.
Spawning
The Fleeing Pumpkin Head has no natural spawn entries in any biome. It is produced in two ways:
- Headless Horseman head phase. When the Headless Horseman drops to 66% health, its head detaches as a Fleeing Pumpkin Head. The head spawns on a grounded block within 4 blocks of the Horseman and immediately flies away from it (see Headless Horseman). A second head is produced in the Horseman's second phase, after the first head dies.
- Spawn egg. A Fleeing Pumpkin Head Spawn Egg exists and stacks to 64. An egg-spawned head has no Horseman attached, so it does not return to a boss.
Does not spawn naturally in any biome (see Obtaining/Spawning text).
Behavior
Movement and avoidance. The mob wanders and looks around when no player is close. When a player is within 10 blocks, it moves about 10 blocks directly away from the nearest player at 1.1 times the base speed, which is faster than its normal walking speed of 0.43. It also turns to look at players within 15 blocks. A head that belongs to a Horseman is leashed to that Horseman: when it strays too far, it moves back toward the boss. A head with no Horseman has no leash.
Stagger on hit. Every time it takes damage, it stops moving for 10 ticks (half a second). Repeated hits keep it stopped, which is the main way to pin it down for melee attacks.
Walls. Every 20 ticks, if the mob is inside a solid block, it teleports to a grounded spot within 8 blocks horizontally and 3 blocks vertically. It takes no damage from being inside a wall.
Flight. During the flight that begins its head phase, the mob lasts 60 ticks and follows an arc to a grounded point about 15 blocks away from where it started. While flying it ignores all damage.
Armor. Armor starts at 22. When health falls to 50% or lower (50 health), armor is multiplied by 1.10 once, to 24.2.
Summons. The mob reacts twice during a fight, at 75% health (75 health) and at 25% health (25 health). Each time:
- every player within 10 blocks who has a line of sight to it receives Blindness IV for 30 ticks (1.5 seconds);
- seven minions spawn on grounded blocks within 2 blocks of the mob:
- five Hauntbound Aggressors, which are Infected Zombies renamed and equipped with a Spectral Jack o'Lantern head and a Spectral War Axe;
- two Hauntbound Marksmen, which are skeletons equipped with a Spectral Jack o'Lantern head and a bow.
The equipment drops are rare; the code sets the head and weapon drop chances to 1% and 3%.
Attacks. The mob has no melee attack, so it cannot hurt a player by touching them. Damage to players comes only from the minions and the Blindness effect.
Death. When it dies it plays its death sound and shows a burst of flash particles. It does not drop experience. A Horseman-linked head dying ends the head phase; see Headless Horseman for the boss's response.
Drops
The Fleeing Pumpkin Head has no loot table of its own, so it drops nothing when killed. The table below shows what the game reports for it.
No item drops.
Tips
- Attack it in bursts. Each hit freezes it for half a second, so a player with a melee weapon can keep it stationary by hitting it repeatedly. Stop chasing when it is not frozen, because it will move away at 1.1 times its normal speed.
- Do not waste ranged shots during the flight. The mob ignores all damage for the 60 ticks of its flight, so arrows and hits will do nothing until it lands.
- The seven minions spawn within 2 blocks of the mob, so the 75% and 25% summons will surround anyone standing close by. Expect the summon when the mob's health reaches those thresholds, and step back before it happens.
- Blindness lasts only 1.5 seconds, but at level IV it removes most vision for that time. Keep one player out of range to avoid being blinded during the summon.
- The Sleepy Hollows biome drains Sanity faster at night. A full set of Hauntbound Armor reduces Sanity loss by 25% per piece.
| Sleepy Hollows | |
|---|---|
| Structures | Sleepy Hollows Cemetery |
| Mods | Sleepy Hollows (mod) |
| Mobs | Fleeing Pumpkin Head · Headless Horseman · Infected Zombie |
| Items and blocks | Gravestone Blocks · Hauntbound Armor · Hollow Wood · Luminous Water · Sleepy Hollows Miscellaneous · Sleepy Hollows Plants · Spectral Pumpkins · Spectral Waraxe and Shatterbrand |
| Status effects | Sleepy Hollows Effects |
| Mechanics | Sanity |
| Biomes | Sleepy Hollows |
