Scarecrow Harvester
Medium Construct. CR 4, AC 14, 67 HP. Traits: Flammable, Spell-created.
- Armor class
- 14
- Hit points
- 67
- Challenge
- 4
- Creature type
- Construct
- Size
- Medium
Stat block
- Cha
- 16
- Con
- 16
- Dex
- 18
- Int
- 12
- Str
- 16
- Wis
- 14
- Speed
- Walk: 40
- Senses
- darkvision 60 ft., passive Perception 12
- Skills
- 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.
- Languages
- understands the languages of its creator but can't speak
- Damage immunities
- poison
- 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.
- Damage resistances
- bludgeoning, piercing
- Condition immunities
- charmed, fatigue, frightened, paralyzed, petrified, poisoned
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).