Update: I didn't realize the Scarecrow was in the 5E Monster Manual. Oops.
Fall is finally here! I've never been a fan of summer. The leaves are starting to change, Halloween will be upon us soon, and White Chocolate Candy Corn M&M's are back in stores! To quote the 21 year old me, "Hellz yeah!"
I wanted to honor the day with a 5E update of a classic fantasy creature, the animated scarecrow.
Armor Class 14 (natural armor)
Hit Points 43(6d8+16)
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 8 (-1)
Saving Throws + 4 Con, +1 Wis
Skills perception +1
Damage Vulnerability fire
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive perception 11
Languages Understands common, fey
Challenge 1 (200)
Antimagic Susceptibility. The scarecrow is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the scarecrow is motionless, it is indistinguishable from a normal scarecrow.
Multiattack. The scarecrow makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Scarecrows are animated constructs created by druids, witches and rural magic users as guardians. They are similar to golems, though not nearly as powerful. Occasionally an evil spirit will possess scarecrows and turn them into murderous tools of terror.