Medium Humanoid, Any Alignment
Armor Class 14 Leather/natural
Hit Points 36 (3d12)
Speed 5 ft., Climb 5 ft., Walk 35 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +5
Skills Animal Handling +15, Nature +16
Damage Vulnerabilities Fire, Piercing
Damage Resistances Bludgeoning, Cold, Necrotic, Poison, Damage from Spells
Condition Immunities Charmed, Deafened, Exhaustion, Petrified
Senses Darkvision 10 ft., Passive Perception 2
Languages Common Knows basic conversations in all languages that the scarecrow knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Underlying Apperance. The scarecrow is almost indistinguishable from a unanimated, normal scarecrow. This is very useful in gardens and farms. (although you would know something is wrong if you saw a scarecrow in the middle of a cobbled street.)

Farm Descendant. The scarecrow has vast knowledge in the care of plants, how to harvest them, etc.

Can attack twice against plant monsters. 1d4 extra slashing and piercing damage against plants.

Actions

Pitchfork. Melee Weapon Attack: +2 to hit, range 10 ft., 1 Target. Hit: 10 (1d8 + 2) piercing damage.

Pitchfork Chuck. RangedWeapon Attack: +2 to hit, range 30/60 ft., 1 target. Hit: 9 (1d8 + 1) piercing damage.(Can only use twice per battle.)

Scythe. Melee Weapon Attack: +3 to hit, range 6 ft., 1-2 target(s) (2 if they are standing no more than 5 feet apart). Hit: 12 (2d6) slashing damage.

Random "Commoner" Tool/ Given item/ Profession tools.

 

Reactions

Gone With the Wind. When attacked the scarecrow can choose to move 5 ft. away from the direction of the attacker.

Description

A scarecrow that was animated through necromancy or other means. It's generally used for a cheaper option than an golem, etc 

An Animated scarecrow resembles a normal inanimate scarecrow found in the average farmer’s fields with one distinct difference — when they become active their eyes flash and then glow with yellow light. An animated scarecrow is crafted and animated from a small doll of hay, hair, and cloth. The spirit of a willing humanoid is bound to the doll on their deathbed and resides within the doll crafted for this purpose. The doll is then placed in a constructed body of hay and cloth. These enduring sentinels protect the farms, fields and families long after their spirit’s body is dead and gone.

Militia Arsenal. The animated scarecrow uses whatever is lying around or placed next to them to guard the fields (or whatever/whoever they where entrusted to guard) and deal with intruders. This usually includes old tools, which have become dirty and rusty as time passed.

Old Guard. There are many animated scarecrows that stand guard over villages and fields long ago reclaimed by nature. They still remain and are now one of the only indicators there were ever people present in the first place. Over time the spirit can become confused if it was commanded to consider anything approaching its field as a threat, and many old ones attack anything entering the area. Others stay true to their command, allowing humans, elves and other peaceful humanoids to pass by unhindered but they fall viciously on any goblinoids coming through the same region.

Construct Nature. An animated scarecrow doesn’t require air, food, drink, or sleep.

Crafting a Doll. Herbs and other tokens of the person to be attached to the doll, exceeding 10 gp in value, are placed within the doll. Upon the willing creature’s death the doll is set next to the deceased until nightfall. The next morning, the scarecrow’s body can be crafted and set upon its stand, where it remains until the commands it was given during creation call it to action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2022 11:15:56 PM
1
1
1
Coming Soon
1/10/2023 12:51:22 PM
5
1
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Coming Soon

Monster Tags: humanoidbeast companion

Habitat: CoastalDesertForestGrasslandHillMountainSwampUnderdark

BRISKDOUGHNUT41

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