Monster Dossier

Scarecrow

Scarecrow is a fantasy monster entry from source B2.

Level 4

Traits

nmediumconstruct

Rules & statistics

Monster Profile

Perception

11

Senses

  • Name
    darkvision

Skills

Athletics
12

Ability Mods

Str
5
Dex
2
Con
3
Int
-4
Wis
3
Cha
-2

Defenses

Ac
19
Saving Throws
Fort
13
Ref
8
Will
11
Hp
  • Hp
    60
Immunities
  • bleed
  • mental
  • poison
  • death effects
  • disease
  • doomed
  • drained
  • fatigued
  • healing
  • necromancy
  • nonlethal attacks
  • paralyzed
  • sickened
  • unconscious
Weaknesses
  • Amount
    5
    Name
    fire

Speed

Walk
20

Attacks

  • Range
    Melee
    Name
    claw
    Attack
    13
    Traits
    • versatile
    Effects
    • clawing fear
    Damage
    2d6+7 bludgeoning plus clawing fear
    Types
    • bludgeoning

Abilities

Mid
  • Traits
    • aura
    • emotion
    • fear
    • mental
    • occult
    • visual
    Entries
    • 40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its frightened condition below 1 as long as it is in the aura's emanation.
    • When a creature enters or starts its turn in the aura, it must attempt a 18 Will save. Birds and other avian creatures take a –2 circumstance penalty to this save.
    • Type
      successDegree
      Entries
      Critical Success
      The creature is unaffected and is then temporarily immune for 24 hours.
      Success
      The creature is frightened 1.
      Failure
      The creature is frightened 2 and is fascinated by the scarecrow until the end of its next turn.
      Critical Failure
      As failure, but frightened 3.
    Name
    Scarecrow's Leer
Bot
  • Activity
    Number
    1
    Unit
    free
    Traits
    • concentrate
    • mental
    • occult
    Entries
    • The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes flat-footed against the scarecrow for 1 round. It can suppress the light by using this action again.
    Name
    Baleful Glow
  • Entries
    • The scarecrow's strikes deal an additional 1d6 mental damage to frightened creatures.
    Name
    Clawing Fear
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    Entries
    • Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow.
    Name
    Mundane Appearance

Background

Lore

No lore provided.