Homebrew Scarecrow Species Details
Though long-used as simple, mundane deterrents, witches and hags found that binding a slain creature's spirit to a scarecrow granted it purpose and mobility. This was especially true with evil spirits vying for a second chance. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator's death or destroys itself. It is incredibly rare for a scarecrow to develop independence if created by this method.
On the other scale of the spectrum are scarecrows which occur naturally. Same as their constructed cousins, evil spirits tend to manifest easier into physical effigies and possess them. However, there are sometimes awakenings of the scarecrows into pure self-consciousness and sentience. These are usually less malevolent and more curious. Sometimes it is a deity or powerful magic which may raise a scarecrow and make it aware. These roam and often are very open to new experiences, like curious children. There have been sightings previously of towns where a scarecrow is resident and sometimes even a guardian, helping with the farm work and keeping out threats.
Scarecrow Traits
Scarecrows are lost souls, bound to simple material bodies by magic.Ability Score Increase
Your Dexterity and Charisma scores each increase by 1.
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.
Fibrous Body
Your entire body is viable to be lit aflame. You have disadvantage in saving throws against spells and effects which would ignite you.
Living Contructs
You are not organic. Your creature type is construct. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, and any food you do attempt to eat falls through your mouth cavity. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
False appearance
While you remain motionless, you are indistinguishable from an ordinary, inanimate scarecrow. Creatures with the ability to see or feel magic can however detect the magic within you.
Gaze of Terror
You are pretty creepy to run into in a corn field, with your glowing eyes and all. You are proficient in the Intimidation skill.
Magical Being
As you are a body built up of hay, grass or similar materials, it is only magic holding you to this life. You are incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Mendable
You can be mended like an object, not healed like an organic thing. When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.