False Appearance. If the scarecrow is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarecrow move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the scarecrow is animate.
Regeneration. The doll regains 1D6 hit points at the start of its turn. If the doll takes fire or radiant damage, this trait doesn’t function at the start of the scarecrow's next turn. The scarecrow is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. The scarecrow doesn’t require air, food, drink, or sleep.
Sythe's Slash. Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: The target makes a DC 13 Wisdom Saving Throw and takes 2 (1d4) psychic damage at the start of each of its turns.
Cackle(Recharge 4–6). The scarecrow emits a murderous caw as it targets one creatures it can see within 30 feet of it. Each target that can hear the scarecrow's cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and has disadvantage on their next saving throw.
Description
A corrupted scarecrow is easily mistaken for a frightening, but common field guardian until it moves. Trapped within each currupted scarecrow is a mean spirit that encourages those around it to grow suspicious toward others as they hide in plain sight. The scarecrow takes pleasure in tormenting unsuspecting creatures, creeping close to victims, while staying in their targets periphery. Because it fears its own destruction, it debilitates opponents with its maniacal cackle and assaults the minds of its enemies by turning their worst fears against them before attacking with their scythe.
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