unchangeable in size and shape
Spellcasting. nill.
melee attack. quick cold touch blades like ice
Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 10 ft., 2 target. Hit: (3d12 + 6) [piercing] damage.
Action Ranged Attack. silent knuckle guns Attack: +6 to hit, range 5/80 ft., 2 target. Hit: (2d8 + 4) [piercing] damage.
absolute stillness: may take an action to unleash a fearful presence all creatures within 30ft must make a wisdom saving throw DC18 or flee on their next turn they may make a saving throw of DC16 after that too stop. the scarecrow may not move this turn if casting this.
may dodge any attack as a reaction with a dex check of DC15
may attack of opportunity any creature leaving its reach if not doing so this turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
a tall thin mechanical scarecrow of dark twisted metal its eye hidden in dark cold pits lighting up only when looking into your eyes its very presence causes a small worry in the back of the mind.
Lair and Lair Actions
The field of food are its place and it knows them well.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- instantly hides in the field if moving across rows or deeper into fields may only perform this if out of melee range.
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