Medium Construct, Chaotic Evil
Armor Class 13 natural armor
Hit Points 82 (15d8 + 15)
Speed 50 ft.
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws DEX +5
Skills Perception +7, Stealth +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 60 ft., Passive Perception 17
Languages Understands the languages it knew in life but can't speak.
Challenge 5 (1,800 XP)
Proficiency Bonus +3

False appearance. While the dread scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Dread of fire. If the dread scarecrow has taken fire damage since its last turn all its attacks are made at disadvantage and each attack deals an additional 2 (1d4) slashing damage during its turn.

Fear eater. At the start of each of its turns, if the dread scarecrow has at least 1 hit point it regains a number of hit points equal to 2 times the number of frightened creatures within 30 feet of it. This trait doesn't work if the dread scarecrow has taken fire damage since its last turn.

Actions

Multiattack. The dread scarecrow makes three scythe attacks, it can replace one of this attacks with its terrifying glare.

Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the dread scarecrow's next turn.

Terrifying glare. The dread scarecrow targets one creature one creature it can see within 30 feet of it. If the target is a creature and can see the scarecrow, it must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the dread scarecrow's next turn. The frightened target is paralyzed.

Legendary Actions

The dread scarecrow can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The dread scarecrow regains spent legendary actions at the start of its turn.

 Scythe. The dread scarecrow makes one scythe attack.

Terrifying glare (Costs 2 Actions). The dread scarecrow uses Terrifying dread.

Scything wind (Costs 3 Actions). The dread scarecrow moves up to its movement without provoking attacks of opportunity. Every creature the dread scarecrow passes adjacent to during this movement must make a DC 13 Dexterity saving throw or suffer 5 (2d4) slashing damage and be frightened until the start of the dread scarecrow's next turn. On a success the target only takes half that damage and isn't frightened.

Description

Night has come, the wind howls ceaseless on the fields and ravens crow on the highs and all the while you can hear the whistling made by a scythe cutting through the air. If you find yourself in a similar situation run as fast as you can, or risk facing a nightmarish Dread Scarecrow.

Forever cursed spirit. A dread scarecrow was once a living person who delighted on other people's suffering and fear. When such a person is buried or dies near a scarecrow a powerful curse might befall their spirit, binding them to the scarecrow and thus bringing it to life.

Eater of fears. A dread scarecrow's only purpose is to produce fear and nightmares, moving from one village to the next tormenting their inhabitants and killing them one by one. Some venture that this foul beings feed on the fear they produce and thus their powers grow.

Lair and Lair Actions

A dread scarecrow is a tortured being that wishes only to cause fear and death, making its lair in fields of crops and using its false appearance to pass as a normal scarecrow during the day and animating at nightfall as a living nightmare. 

Lair Actions

On initiative count 20 (losing initiative ties), the dread scarecrow takes a lair action to cause one of the following effects; the dread scarecrow can’t use the same effect two rounds in a row:

  • A thick mist rolls from the center of the field, surrounding everything with its cold and melancholy. Visibility inside the dread scarecrow's lair is reduced, a creature can see for 10 feet as if it where lightly obscured, and the lair is considered heavily obscured beyond this radius.
  • Wind rustles the leaves of the crops in the field and ravens fly cawing overhead. Each creature in the lair must make a DC 12 Wisdom saving throw or be frightened until the end of the creature's next turn.

Regional Effects

The region containing a legendary dread scarecrow's lair is corrupted by its evil will and its restless hungry spirit, which creates one or more of the following effects:

  • Crops grow particularly fast and have an unusual size 1 mile around the lair. Creatures that feed on them experience terrible nightmares and develop some degree of paranoia.
  • Crows and ravens fly to the region in huge numbers forming many an agressive swarm of ravens.

If the dread scarecrow dies, these effects fade over the course of 1d4 days.

Monster Tags: construct

Environment: Grassland

VermondSharpeye

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