Scarecrow Harvester
Medium Construct
- Armor Class: 14
- Hit Points: 67 (9d8+27)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie, page 383
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
16 (+3) |
12 (+1) |
14 (+2) |
16 (+3) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Flammable: After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.
- Spell-created: The DC for dispel magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed.
Actions
- Multiattack: The scarecrow uses Scare and makes two claw attacks.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.
- Scare: Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.
- Fire Breath (Recharge 4-6): The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) fire damage on a failed save or half damage on a success.
- Pumpkin Head (1/Day): The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest.
- Invisibility (1/Day): The scarecrow along with any mount it is riding is invisible for 1 hour or until it attacks or uses Scare Fire Breath or Pumpkin Head.
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