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At harvest time, when death revisits the twilit world and
summer's blossoms bow their withered heads, eerie
scarecrows loom in silent vigil over empty fields. With
immortal patience, these stoic sentinels hold their posts
through wind, storm, and flood, bound to their master's
command, eager to terrify prey with its sackcloth visage
and rend victims with its razor-sharp claws.
Spirit-Powered Constructs. A scarecrow is animated
by the bound spirit of a slain evil creature, granting it
purpose and mobility. It is this uncanny presence from
beyond death that allows a scarecrow to inspire fear
in those it gazes upon. Hags and witches often bind
scarecrows with the spirits of demons, but any evil spirit
will do. Although aspects of the spirit's personality
might surface, a scarecrow's spirit doesn't recall the
memories it had as a creature, and its will is focused
solely on serving its creator. If its creator dies, the spirit
inhabiting a scarecrow either continues to follow its
last commands, seeks revenge for its creator's death, or
destroys itself.
Construct Nature. A scarecrow doesn't require air,
food, drink, or sleep.
1 --..,; ' - 1 - ·-
' SCARECROW.
Medium construct, ohaotic evil
Armor Class 11
Hit Points 36 (8d8)
Speed 30ft.
,STR
11 (+0)
DEX
13 (+1)
CON
11 (+0)
Damage Vulnerabilities fire
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious
Senses darkvision 60ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 1 (200 XP)
False Appearance. While the scarecrow remains motionless, it
is indistinguishable from an ordinary, inanimate scarecrow.
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,
it must succeed on a DC 11 Wisdom saving throw or be
frightened until the end of the scarecrow's next turn.
Terrifying Glare. The scarecrow targets one creature it can
see within 30 feet of it. If the target can see the scarecrow, the
target must succeed on a DC 11 Wisdom saving throw or be
magically frightened until the end of the scarecrow's next turn.
The frightened target is paralyzed.