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Scarecrow

Scarecrow
My Images (midjourney.com)

Appearance: Scarecrows, twisted guardians of the fields, stand eerily amidst crops, fashioned from worn garments and weathered straw. Their visage is a nightmarish amalgamation of burlap sacks, wooden stakes, and a featureless face, crowned by a tattered hat. Hollow eyes, seemingly devoid of life, conceal the haunting enchantment that animates their straw-stuffed forms.

Behavior: Animated by dark magic, they come to life at nightfall, silently patrolling the fields they’re bound to protect. Despite their lifeless appearance, they move with unsettling fluidity, reacting with unnatural agility to intruders. They emanate an aura of malevolence, ensuring that those who cross their path feel an impending sense of dread.

Habitat: They dwell in rural landscapes, particularly within vast fields and farmlands. Whether enchanted by a malevolent spell or cursed to protect crops, these guardians lurk among the crops they oversee, becoming an ominous presence in the rural tapestry.

Modus Operandi: They operate with stealth and cunning, relying on their ability to blend seamlessly with the fields during the day. When night falls, they emerge, animated by an ancient curse or dark magic, and actively patrol the boundaries of their territory. Their primary goal is to instill fear, deterring both animals and intruders who might threaten the harvest.

Motivation: The driving force behind a it’s existence is rooted in its duty to protect the fields and crops under its watch. Whether bound by ancient rituals or cursed to avenge a forgotten injustice, Scarecrows are motivated by an otherworldly compulsion to ensure the prosperity of the land, even if it means sowing terror among those who encroach upon it.


  • Scarecrow 5e
  • Scarecrow Pathfinder
Scarecrow3
My Images (midjourney.com)

Medium Construct, Chaotic Evil

Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)12 (+1)15 (+2)6 (-2)10 (+0)7 (-2)

Skills Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages
Challenge 2 (450 XP)


False Appearance. While motionless and in dim light or darkness, the Scarecrow is indistinguishable from an ordinary scarecrow.

Fear Aura. Any creature starting its turn within 10 feet of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Keen Hearing. It has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Multiattack. The Scarecrow makes two attacks: one with its Bite and one with its Claw.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.


Reactions

Frightful Presence. When a creature that the Scarecrow can see starts its turn within 30 feet of the Scarecrow, the Scarecrow can force it to make a DC 11 Wisdom saving throw if the Scarecrow isn’t incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Scarecrow’s Frightful Presence for the next 24 hours.

Scarecrow 3
My Images (midjourney.com)

It suddenly becomes clear that this is no ordinary pumpkin-headed scarecrow when its eyes glow and it comes to jerky life

Originally posted on Pathfinder SRD

Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. They are usually created as guardians to warn away trespassers. Each one is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire.

A scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves.

In combat, it uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. It usually does not pursue fleeing foes unless specifically commanded to do so by its creator.


Scarecrow CR 4
XP 1,200

N Medium construct

Init +0;

Senses Darkvision 60 ft., Low-Light Vision; Perception +0
Defense
AC 16, touch 10, flat-footed 16 (+6 natural) hp 47 (5d10+20)

Fort +1, Ref +1, Will +1

Immune cold, construct traits

Weaknesses vulnerability to fire
Offense
Speed 20 ft.

Melee 2 slams +8 (1d8+3 plus fear)

Special Attacks fascinating gaze
Statistics
Strength 16, Dexterity 10, Constitution -, Intelligence -, Wisdom 11, Charisma 14

Base Atk +5; CMB +8; CMD 18 SQ freeze
Ecology
Environment any land

Organization solitary, pair, or gang (3–6)

Treasure none
Special Abilities
Fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.

Fear (Su) Its touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.

Construction

Scarecrows are constructed of a variety of materials, but usually include a frame of wood bound by rope or twine, covered in cloth or ragged garments, then stuffed with grass or straw. Some have simple heads made from bags stuffed with straw, with two holes cut for eyes, while others have more elaborate pumpkin or gourd heads carved with grotesque faces. Once the basic body has been constructed, unguents and special powders worth 500 gp are also required.

Scarecrow

CL 6th; Price 15,500 gp

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Construction

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Requirements Craft Construct, command, fear, geas/quest, hypnotic pattern, creator must be caster level 6th; Skill Craft (carpentry), Craft (sculptures), or Profession (farmer) DC 12; Cost 8,000 gp

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