Homebrew Clapperclaw Species Details
Clapperclaw the scarecrow is 3 feet tall. Created by Granny Nightshade using a tormented child's soul she found in Gehenna, it ran away from home so that it wouldn't have to perform evil tasks for her. After fleeing Thither, Clapperclaw was waylaid by Agdon Longscarf and his harengon brigands, who stole its head, which the scarecrow describes as a most glorious stag skull. It desperately wants its head back, and it's a bit self-conscious about its replacement head: a hollow gourd that now sits askew on its shoulders. Eight copper coins are sealed inside the gourd, causing the head to rattle whenever Clapperclaw nods, turns, or shakes its head.
Clapperclaw Traits
Scarecrow construct created by Granny NightshadeAbility Score Increase
Your Strength score increases by 2, and your Dexterity score increases by 1.
Body of Straw
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are vulnerable to fire damage,
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Languages
You can speak, read, and write in Common and Sylvan.
Stuffing
Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.
Mighty Claws
Your large claws allow for more damage and the ability to grapple targets.
As an action, you may make an unarmed attack (Strength) with your claws that does 2d4 plus Strength modifier damage.
As a bonus action, if you make a successful claw attack, you may attempt to grapple the same target. They must make a saving throw (DC=8+proficiency+STR) to escape, using either strength or dexterity.