Medium construct, chaotic evil
Armor Class: 14
Hit Points: 22hp (4d8+4) 4d8+4
Speed:
30 ft
Saving Throws: Intelligence +4
Damage Vulnerabilities: fire
Damage Immunities: Poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poison, unconscious
Senses: darkvision 60ft, passive perception 10
Languages: Understands the languages of its creator but can't speak.
Challenge Rating: 1
Intellect,
Save Dc: 12,
Attack Mod: +4
2/day: Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
False Appearance: While the scarecrow remains motionless. it is indistinguishable from an ordinary, inanimate scarecrows.
Actions
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 +1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be freightened until the end of the scarecrows next turn.
2d4+1
Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
1d8+3