Armor Class
16
(Natural armor)
Hit Points
37
(5d8 + 15)
Speed
30 ft.
STR
14
(+2)
DEX
22
(+6)
CON
20
(+5)
INT
13
(+1)
WIS
16
(+3)
CHA
20
(+5)
Saving Throws
DEX +8, CON +7
Damage Vulnerabilities
Fire
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities
Necrotic, Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses
Darkvision 60 ft., Passive Perception 13
Languages
Common
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
False Appearance. If the scarecrow is motionless it is indistinguishable from a normal, unanimated scarecrow.
Actions
Multiattack. The scarecrow makes two claw attacks
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage.
Terrifying Glare. The scarecrow targets one creature it can see within 30 ft. of it. If the target can see the scarecrow, the target must succeed on a DC 19 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.
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