AC 14
HP 67 (9d8 + 27; bloodied 33)
Speed 40 ft.
Proficiency +2; Maneuver DC 14
Damage Resistances bludgeoning, piercing
Damage Immunities poison
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
Flammable. After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isn’t 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 scarecrow’s 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 creature’s 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.
Combat
The scarecrow uses Scare. It then uses Fire Breath when it can and its claws when it can’t. When it’s bloodied , it uses Pumpkin Head. If its enemies aren’t close to defeat at this point, it uses Invisibility and tries to escape.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Spellcasters create scarecrows to guard the entrances to their homes. Made of rags and straw, scarecrows are particularly susceptible to fire.
DC 15 Though terrifying, scarecrows fall to pieces if the magic that animates them is dispelled. The spirit of a dead humanoid inhabits each scarecrow; banishing this spirit also destroys the scarecrow.
DC 20 While wearing a hat or other head covering, a scarecrow can take on the appearance of the last person to wear that hat.
Whereas mundane scarecrows warn against trespassing, magical scarecrows punish those who ignore that warning. Made of tattered clothes stuffed with hay, scarecrows are constructs spellcasters employ as guards. Their eyes burn with sinister light as they chase interlopers through dark fields and down abandoned roads.
Eerie Effigy. A scarecrow is animated by the echo of a malign spirit. A sense of dread surrounds it. Although scarecrows don’t express emotion and have no wills of their own, they seem to enjoy causing suffering and fear: their eyes flash bright and their shambling gait increases whenever mayhem is in the offing.
Short-Lived Sentinel. Scarecrows are easier to create than other constructs but far less durable, falling to pieces no more than a year after their creation. A scarecrow isn’t a valuable servant designed to guard a tomb or hidden sanctum for decades. Rather, it’s left to stand outside in all weather, acting as the first line of defense against those who would invade a spellcaster’s privacy.
Uncanny Copy. A scarecrow can sometimes assume the appearance of a creature made of flesh and blood. Its boneless gait and silent, inexpressive face, however, make the illusion convincing only from a distance. Once its disguise is penetrated, the eyes of its sackcloth face glow like coals as it lumbers towards terrified onlookers.
1 Motionless; attacks only if you approach something it’s guarding
2 Its head turns to watch you; attacks if you get within 5 feet
3 Disguised as a humanoid; silently tries to lead you to its master
4 Performing a horrid boneless dance
5 Motionless, but changes its position when you’re not watching; attacks if approached
6 Guarding in disguised form; attacks trespassers
Scarecrows are usually created by spellcasters in temperate environments. Snowmen and sandlings are more common in extreme environments.
CR 0–2 1 or 2 scarecrows , sandlings , or snowman ; scarecrow with awakened shrub or swarm of ravens
CR 3–4 3 or 4 scarecrows , sandlings , or snowman
CR 5–10 scarecrow harvester ; scarecrow harvester riding nightmare , skeletal warhorse , or broom of flying
Treasure broom of flying or horseshoes of a zephyr
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.