Armor Class
14
Natural
Hit Points
97
(15d8 + 30)
Speed
30 ft., Climb 20 ft.
STR
16
(+3)
DEX
14
(+2)
CON
15
(+2)
INT
13
(+1)
WIS
16
(+3)
CHA
12
(+1)
Skills
Intimidation +4
Damage Vulnerabilities
Fire
Damage Resistances
Piercing and Slashing from Nonmagical Attacks that aren't Adamantine, Bludgeoning from non magical attacks
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses
Passive Perception 12
Languages
Understands Any languages it knew in life, but can't speak
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Bleeding. When a creature is dealt damage by any of the scarecrow‘s weapon attacks, it
gets a cumulative bleeding point. At the beginning of each bleeding creature, it loses
+0 1d6 hit points for each bleeding point on it. Any magical healing, or a successful DC 13
Wisdom (Medicine) check, remove all bleeding points.
Body Thorns. At the start of each of its turns, the scarecrow deals 5 piercing damage to a random creature adjacent to it.
Actions
Multiattack. The scarecrow makes three Scythe attacks.
Scythe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) Slashing damage. On a critical hit it deals triple dice damage instead of twice.
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