False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow (Divine Sense will detect its odor).
Construct Nature: A scarecrow doesn't require air, food, drink, or sleep.
Possessed. The scarecrow is possessed by a Ghost. When the scarecrow reaches 0 hit points, the ghost is forced out and can continue to fight, however, the scarecrow collapses, lifeless. If the Ghost is forced out some other way (e.g. Turn Undead), the scarecrow is unaffected except as noted.
Aura of Fear. While possessed, any creature entering or starting their turn within 30' of the scarecrow must succeed on a DC 13 Wisdom saving throw or be frightened and paralyzed. If a paralyzed target takes damage, the condition ends. A frightened target can repeat the saving throw at the end of each of its turns, ending the conditions if successful. Once a creature has saved twice, it is immune to this scarecrow's Aura for the 24 next hours.
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If possessed, this attack does an additional 7 (2d6) necrotic damage.
If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become infected, taking 7 (2d6) necrotic damage at the start of each turn. The victim may repeat the save at the end of each of its turns, ending the infections if successful. Once a creature has saved, it is immune to this scarecrow's infection for the 24 next hours. A creature cannot be infected more than once.
Insect Plague (Recharge 6). The scarecrow summons a swarm of locusts (as the spell).
Description
The scarecrow is a construct created by a witch or hag. It will only be encountered where it was posted (not wandering). It will appear as a normal scarecrow (though perhaps more intimidating than most). It will not attack unless disturbed or if certain trigger conditions are met (specified by the creator).
Lair and Lair Actions
Within its field, the scarecrow may use a Lair Action. On initiative count 10 (losing initiative ties), the scarecrow may cause one of the following effects; the scarecrow can’t use the same effect two rounds in a row:
- Earth Tremor: The scarecrow causes a tremor in the ground within 10ft. Each other creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
- Harvest: The scarecrow may absorb plants (even dead ones) to restore 11 (3d6) hit points.
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