Medium Undead, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 67 (10d12 + 8)
Speed 30 ft., climb 10 ft. Zombie Scarecrow Leader can climb back to the top of its pole
STR
18 (+4)
DEX
9 (-1)
CON
12 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws STR +6
Skills Intimidation +2, Stealth +6
Damage Resistances Necrotic, Piercing
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 12
Languages None
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Disguise: While motionless or on its pole, the Zombie Scarecrow Leader cannot be distinguished from a real scarecrow. The Zombie Scarecrow Leader can also make small. pitiful noises.

Multi-attack: The Zombie Scarecrow Leader can make 3 attacks

Actions

Claw Attack: +5 to hit, reach 5 ft. One target. Hit: 15 (4d4+6) necrotic damage.

Bite Attack: +4 to hit, reach 5 ft, One target. Hit: 13 (4d4+4) poison damage. DC Con 11 or else poisoned.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Habitat: Grassland

Shastablade

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