Wednesday, October 19, 2022

You Look Like A Man Who Takes Himself Too Seriously.

 In honor of spooky season I've decided to give 5e stats to the Gotham's master of fear. My Scarecrow write-up is an amalgamation of different versions of him. 

Codename: Scarecrow
Name: Jonathan Crane
Team Affiliation: Legion of Doom, Injustice Gang, Injustice League, Secret Society of Supervillains, Sinestro Corps

Medium Humanoid, Lawful Evil

Armor Class: 15 (dex and costume) 
Hit Points: 75
Speed: 35 ft.
Challenge: 4 (1,100 XP)

Str 10 (+0) Dex 16 (+3) Con 10 (+0) Int 18 (+4) Wis 14 (+2) Cha 18 (+4)

Saving Throws: Str +4, Con +4
Skills: Advanced Tech +6, Insight +4, Intimidation +6, Medicine +4, Stealth +4 
Senses: Passive Perception 10
Languages: English

Traits
False Appearance: When motionless, Scarecrow is indistinguishable from an ordinary scarecrow.
Fear Gas Aura: Scarecrow is surrounded by a 20 ft. radius of fear toxin. All creatures entering this area must make a DC 14 Constitution saving throw or gain the poisoned condition. Creatures that successfully make the saving throw are immune to the fear gas aura for 24 hours. A creature that leaves the 20 ft. radius may make another saving throw to end the effect.
Fear Gas: Targets affected by concentrated far gas must make a DC 14 Constitution saving throw or gain the frightened condition. Living creatures immune to fear must also make this saving throw, though they do so with Advantage. They may make another saving throw at the end of their round to end this effect. Crane is considered the source of the condition.
Filtering Mask: The filtration system of Scarecrow's mask grants him immunity to his fear gas and other inhaled toxins.
Nimble: Despite his scrawny frame, Scarecrow is a skilled martial artist and can use his Dexterity instead of his Strength when making melee attacks.

Actions
Multiattack: Scarecrow can make two gauntlet attacks.
Fear Gas Gun: One creature within 15 is affected by the Fear Gas trait listed above.
Syringe Gauntlet: Melee Weapon Attack. +5 to hit, reach 5 ft, one target, Hit: 5 (1d4+3) piercing damage damage and are affected by the Fear Gas trait listed above.
Scared to Death: Scarecrow forces a single creature with he frightened condition that can see or hear him to make a DC 14 Wisdom saving throw. On a failed saving throw, they take (2d10+4) psychic damage and suffer disadvantage on saving throw versus Scarecrow's fear effects until the end of his next turn.

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