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Scarecrow

Medium · Construct · CR 1 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
31 (7d8)
Challenge Rating CR
1

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
14
+2
CON
10
+0
INT
6
-2
WIS
10
+0
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Construct
Alignment Chaotic Evil
XP 200
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Languages

understands the languages of its creator but can't speak

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
bludgeoning, piercing
Condition Immunities
charmed, fatigue, frightened, paralyzed, petrified, poisoned

Traits

False Appearance

While motionless, the scarecrow is indistinguishable from an ordinary scarecrow.

Flammable

After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.

Local Spirit

The scarecrow is destroyed if it travels more than a mile from the place it was created.

Spell-created

The DC for Dispel Magic to destroy this creature is 19.

Actions

Hat of Illusion

1/day

While wearing a hat or other head covering the scarecrow takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the scarecrow is touched takes damage attacks or uses Scare or when the scarecrow chooses to end it as a bonus action.

Multiattack

The scarecrow uses Scare and makes two slam attacks.

Scare

Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 12 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.

Slam

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 bludgeoning damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

About Scarecrow

Scarecrow is a medium construct with a Challenge Rating of 1. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 31 hit points (derived from 7d8).

Scarecrow has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Scarecrow

2 tips available

When using Scarecrow in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Scarecrow

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 200 XP
  • Hard: 300 XP
  • Deadly: 400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Scarecrow?
Scarecrow has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
What type of creature is Scarecrow?
Scarecrow is a Medium Construct, which affects how certain spells and abilities interact with it.
What languages does Scarecrow speak?
Scarecrow can communicate in understands the languages of its creator but can't speak.

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