Scarecrow

Scarecrow CR: 1

Medium construct, chaotic evil
Armor Class: 11
Hit Points: 36 (8d8)
Speed: 30 ft

STR

11 +0

DEX

13 +1

CON

11 +0

INT

10 +0

WIS

10 +0

CHA

13 +1

Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
Senses: Darkvision 60 ft., Passive Perception 10
Languages: understands the languages of its creator but can’t speak
Challenge Rating: 1

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Actions

Multiattack. The scarecrow makes two claw attacks.   Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 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 frightened until the end of the scarecrow’s next turn.   Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.

At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.