Homebrew Awakened Scarecrow Species Details
The Awakened Scarecrow
When a spellcaster with a macabre aesthetic needs a sentry, they may choose to imbue a mundane scarecrow with life and intelligence, awakening it to do their bidding. Just as their inanimate counterparts stand guard over fields of crops, awakened scarecrows keep watch for anyone that would interfere with their master's business, and then scares them off... Or perhaps opts for a more permanent solution.
Uncertain Servants
When a scarecrow is first awakened, it has little identity and personality outside of its servitude to its master, but creating sentient life is an inherently unpredictable and messy process. With time, an awakened scarecrow begins to develop its own sense of self, and may even completely break free from the ownership of its creator. As such, many spellcasters regularly destroy and replace their artificial servants.
Uncanny Wanderers
Many independent scarecrows harbor no ill will, only wanting to learn what it means to truly be alive, but others seek only indiscriminate bloodshed. Whatever path a scarecrow chooses, their unlife is to be a hard one, as most people see them as monsters and ill omens to be caught and burned on sight.
Awakened Scarecrow Traits
As an awakened scarecrow, you have the following traits:Ability Score Increase
Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age
As an awakened object, you do not age, and so long as you maintain your physical body, you can “live” indefinitely. You are immune to magical aging effects. However, an awakened scarecrow’s practical lifespan is limited due to its inherent fragility and flammability.
Alignment
At the moment of awakening, a scarecrow takes on the alignment of its creator. However, a scarecrow may find its own sense of self and independence with time, ultimately becoming any alignment.
Size
Scarecrows vary in size but are built to superficially resemble typical humanoids. You are about as tall as the typical human, but weigh much less. You are medium.
Speed
You have a walking speed of 30ft.
Constructed Sentry
You have been designed to be the perfect watch-guard. You are proficient in Perception. Also, you do not need to eat, drink, or breathe. 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.
Corvine Familiar
You learn the Find Familiar spell, and can cast it as a ritual without material components. When you cast the spell in this way, the familiar takes the form of a crow, a raven, or a magpie.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
False Appearance
While you remain motionless, you are indistinguishable from a mundane scarecrow. A creature can discern your true nature by making a Wisdom (Perception) check contested by your Charisma (Deception).
Flammable
Your straw body easily catches flame when exposed to fire. Whenever you take fire damage, you have vulnerability to fire damage.
Reaper's Blade
You gain proficiency in Sickles.
Terrifying Glare
As an action, you can attempt to terrify a creature that can see you within 30ft of you, projecting an image from its worst nightmares. It must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. A creature that is deceived by your Camouflage feature makes this save with disadvantage. While frightened by this feature, a creature is frozen in place in terror, and its speed drops to zero.
A creature that succeeds on its saving throw against this feature is immune to its effects for the next 24 hours.
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