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<title>Scarecrow Harvester</title>
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<h1>Scarecrow Harvester</h1>
<p><em>Medium</em> <em>Construct</em></p>
<ul>
<li><strong>Armor Class:</strong> 14</li>
<li><strong>Hit Points:</strong> 67 (9d8+27)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 383</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>16 (+3)</td>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing</li>
<li><strong>Condition Immunities:</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Flammable:</strong> 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.</li>
<li><strong>Spell-created:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The scarecrow uses Scare and makes two claw attacks.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.</li>
<li><strong>Scare:</strong> 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.</li>
<li><strong>Fire Breath (Recharge 4-6):</strong> 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.</li>
<li><strong>Pumpkin Head (1/Day):</strong> 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.</li>
<li><strong>Invisibility (1/Day):</strong> 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.</li>
</ul>
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