Medium Construct, Chaotic Evil
Armor Class 12 Natural
Hit Points 58 (8d12 + 20)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws INT +9, WIS +8, CHA +10
Skills Insight +9, Perception +9
Damage Vulnerabilities Fire
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight, Truesight, Passive Perception 18
Languages Telepathy Can speak telepathically with any creature of Intelligence 4 or higher in their own language.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Traits. 

Creature Sense. Bric-a-brac is aware of the presence of creatures within 10 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score and whether it is awake or asleep. A creature protected by a mind blank spell, a non-detection spell, or similar magic can't be perceived in this manner.

Dream Invader. Bric-a-brac is able to enter the dreams of any sleeping creature it has detected with its Creature Sense. During a long rest, or while asleep, a target creature must make a DC18 WIS save with disadvantage, or Bric-a-brac may enter their dream and distort or alter a dream currently in progress. It may not create a dream from scratch, but may only manipulate an existing dream in progress.

Magic Resistance. Bric-a-brac has advantage on saving throws against spells and other magical effects.

Immutable Form. Bric-a-brac is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If Bric-a-brac fails a saving throw, it can choose to succeed instead.

False Appearance. While Bric-a-brac remains motionless, it is indistinguishable from a normal scarecrow.

 

 

Actions

Spellcasting.

Bric-a-brac is a level 3 spellcaster. As an action it can cast the following spells at will:

Mind Spike. Bric-a-brac reaches into the mind of one creature within range (60 feet). The target must make a DC15 Wisdom saving throw, taking 12(3d8) psychic damage on a failed save, or half as much damage on a successful one. 

Major Image.  Bric-a-brac creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.

Disorienting Duplication. Two illusory duplicates of Bric-a-brac appear in range (30 feet). Any creature making an attack must make a DC18 Wisdom save or become spatially disorientated and be unable to tell which is the real Bric-a-brac. A creature that saves is no longer disoriented and may attack normally for the duration of the spell. An attempt to save may be made before each attack,  but the effect persists until a successful save or the spell ends (1 min duration). The perceived location of Bric-a-brac may change before each attack. 

Phantasmal Force. Bric-a-brac crafts an illusion that takes root in the mind of a creature within range (100 feet). The target must make an Intelligence saving throw (DC18). On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 
The target can use its action to examine the phantasm with an Intelligence (Investigation) check (DC18). If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. Each round on Bric-a-brac’s turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Bonus Actions

Summon Pumpkin Blights (Recharge 5/6). As a bonus action Bric-a-brac can summon 1d4 pumpkin blights. (see stat block)

Summon Swarm of Gorcrows (Recharge 4/5/6). As a bonus action Bric-a-brac can summon a swarm of Gorcrows (see stat block). Only one swarm may be summoned at a time. A new swarm may not be summoned until the first swarm is defeated or dismissed by Bric-a-brac.

Reactions

Missile Deflection. Bric-a-brac can use its reaction to deflect or catch the missile when hit by a ranged weapon or spell attack. When it does so, the damage taken from the attack is reduced by 2d6+4 . 

If Bric-a-brac reduces the damage to 0, it can telekinetically redirect the missile and make a ranged attack with it, as part of the same reaction. It makes this attack with proficiency, regardless of weapon proficiencies, and with a normal range of 20 feet and a long range of 100 feet.

Legendary Actions

Bric-a-brac can take 2 Legendary Actions per round. 

Lashing Vine (1 Legendary Action). Melee Weapon Attack: +7 to hit, reach 20 ft., 1 target. Hit:  8(2d6+2) bludgeoning damage. As a legendary action, Bric-a-brac conjures a vine that sprouts from the ground in an unoccupied space of its choice up to 60 feet away. It can direct the vine to lash out at a creature within 20 feet of the vine's space.  A creature that is hit by the attack either takes damage OR is grappled and can then be dragged 10 feet per round towards the vine's space. A creature that is restrained by the vine can make a DC15 attempt to escape using either Strength or Dexterity. 

Mind Blast (Recharge 6) (2 Legendary Actions). Bric-a-brac emits a surge of psychic energy. Creatures of its choice within 30 feet of it must succeed on a DC18 Intelligence saving throw or take 22(4d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Description

Bric-a-brac is an awakened scarecrow created by an anomalous overlap of the Shadowfell and the Prime Material Plane. It exists in both planes simultaneously. It cannot move and has never left its spot in its pumpkin field so it interacts with the world and other creatures purely via psychic means. It has powerful abilities, one of which is to enter and affect the dreams of sleeping creatures, and this is the only way it gains knowledge about the world beyond its field. It is highly intelligent but its lack of understanding of the world and other beings has left it with a nature similar to that of a brilliant but sadistic child. 

Lair and Lair Actions

Bric-a-brac's lair is the pumpkin field it is located in. Bric-a-brac cannot move but if it allows itself to be moved by other means its new location will become its lair with the applicable effects if it is outdoors. If it is indoors it will appear to be an inanimate normal scarecrow until it is brought outside again. 

Regional Effects

Cultivated Overgrowth. The ground surrounding Bric-a-brac is a field overgrown with vines, brambles, and various produce creating Difficult Terrain in a 150 foot radius centred on itself. If Bric-a-brac is moved or the overgrowth is removed by magical or mechanical means it will regrow around it within 1d4 hours.  

 If the Bric-a-brac dies, these effects fade over the course of 1d10 days.

Previous Versions

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Monster Tags: construct

Habitat: Grassland

Salamandus

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