False Appearance. While the improved scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.
Multiattack. The improved scarecrow makes two claw attacks or one claw attack and Fearsome Stare.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the improved scarecrow’s next turn.
Fearsome Stare. The scarecrow targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be magically frightened of the improved scarecrow until the end of the improved scarecrow’s next turn.
Ray of Sickness. Ranged Spell Attack: +5 to hit, range 60 feet. Hit: 9 (2d8) poison damage and the target must make a DC 13 Constitution saving throw or be poisoned until the end of the scarecrows next turn. The improved scarecrow can use this ability once per short rest.
Description
This scarecrow has additional magical ability forged into its form.
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