SCARECROW -5e stats

Medium construct, chaotic evil

Armor Class 11
Armor Class (suggested) 14
Hit Points 36 (8d8)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
11 (+0)13 (+1)11 (+0)10 (+0)10 (+0)13 (+1)

Damage vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold (suggested), poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)

Charming Gaze (suggested). Once every round, a scarecrow may gaze at one creature within 40 feet. Any intelligent humanoid meeting this gaze becomes charmed unless he rolls a successful DC 13 Charisma saving throw. The charm is one of absolute fascination rather than obedience to command. While charmed the victim stands transfixed, arms hanging limply, allowing the scarecrow to strike again (automatic hit each round). The charm lasts until either the scarecrow leaves the area for one full round, or it is killed.

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

ACTIONS

  • 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A scarecrow is a powerful enchanted creature made from the same materials as normal scarecrows. It is a construct that resembles a humanoid figure made of straw, cloth, and wood. It wears a tattered cloak and a burlap sack over its head, with two holes for its glowing yellow eyes. A hollow gourd with a face carved into it serves as head. Once animated, a fiery light burns in the scarecrow’s eye sockets. They are always of malign intent.

A scarecrow is usually created by a spellcaster or a hag to serve as a guardian or a minion. A scarecrow has no will of its own and follows the commands of its creator. A scarecrow can understand the languages of its creator, but cannot speak.

Scarecrows are light, their leg and elbow joints bend both ways, causing them to move with an uneven, jerky gait. The head spins freely. Each scarecrow is unique in appearance but all share several common characteristics. Their bodies, arms, and legs are always made of cut wood (such as a broom stick or garden stake) and bound together with hemp cope. Tattered rags cover the frame and are sometimes stuffed with grass or straw.

COMBAT

A scarecrow relies on its fear-inducing abilities to weaken its enemies before attacking them with its claws. A scarecrow can emit a terrifying glare that can frighten anyone who meets its gaze. A scarecrow can also use a hallucinogenic gas that causes its victims to see their worst fears. A scarecrow is vulnerable to fire, but resistant to nonmagical weapons. A scarecrow is immune to poison and many conditions that affect living creatures.

A scarecrow attacks one victim at a time, striking the first person it charmed repeatedly until he is dead. While slaying its victim, the scarecrow uses its gaze attack to charm as many other opponents as possible. Scarecrows always attack until destroyed or ordered to stop.

HABITAT / SOCIETY

A scarecrow can be found in any place where its creator wants it to guard or patrol. A scarecrow may be placed in a field, a forest, a graveyard, or a dungeon. A scarecrow does not need food, water, or sleep, and remains active until destroyed or ordered otherwise. A scarecrow does not interact with other creatures unless instructed to do so by its creator. A scarecrow may work alone or in groups with other scarecrows or creatures loyal to its creator.

Scarecrows have no preferred habitat or society. They exist only to serve the cleric who created them. They follow any simple one- or two-phrase order to the best of their ability, without regard to their own safety.

To create a scarecrow, either a special manual must be used or a high-level cleric must employ the following spells: Animate Objects, Prayer of Healing, Command and Geas.

The construction requires three weeks work, but material costs are small — one gold piece per hit point the scarecrow possesses. The final step of the process, casting the quest spell, is done during a new moon.

Scarecrows can be constructed to kill a specific person. To do so, the clothes worn by the scarecrow must come from the intended victim. The scarecrow then moves in a direct line toward the victim. Upon reaching the victim, the scarecrow disregards all other beings and concentrates its gaze and attacks entirely on the person it has been ordered to kill. After slaying its victim, the scarecrow’s magic dissipates and it collapses into dust.

ECOLOGY

A scarecrow has no natural role in the ecosystem, as it is an artificial being created by magic. A scarecrow does not reproduce, grow, or age. A scarecrow may have some organic components, such as straw or cloth, but these are not essential for its functioning. A scarecrow can be repaired or modified by its creator using magic or mundane means. A scarecrow may be destroyed by fire or other forms of damage, leaving behind only ashes and scraps of material.

As constructs, scarecrows have no life span. The magic that created them keeps their tattered parts from decomposing and shields them from the effects of cold.