37 lines
2.4 KiB
Markdown
37 lines
2.4 KiB
Markdown
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# Scarecrow Harvester
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*Medium* *Construct*
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- **Armor Class:** 14
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- **Hit Points:** 67 (9d8+27)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** A5e Monstrous Menagerie, page 383
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 18 (+4) | 16 (+3) | 12 (+1) | 14 (+2) | 16 (+3) |
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- **Skills:**
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- **Damage Immunities:** poison
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- **Damage Resistances:** bludgeoning, piercing
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- **Condition Immunities:** charmed, fatigue, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 12
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- **Languages:** understands the languages of its creator but can't speak
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### Special Abilities
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- **Flammable:** After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.
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- **Spell-created:** The DC for dispel magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed.
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### Actions
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- **Multiattack:** The scarecrow uses Scare and makes two claw attacks.
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- **Claw:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.
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- **Scare:** Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.
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- **Fire Breath (Recharge 4-6):** The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) fire damage on a failed save or half damage on a success.
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- **Pumpkin Head (1/Day):** The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest.
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- **Invisibility (1/Day):** The scarecrow along with any mount it is riding is invisible for 1 hour or until it attacks or uses Scare Fire Breath or Pumpkin Head.
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