Scarecrow

Monster Manual (2025) p. 269

Size
Medium
Type
construct
Alignment
chaotic evil
AC
11
Initiative
3
Hit Points
27 (6d8)
Speed
walk 30 ft.
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common plus one other language
Challenge
1
Environment
grassland
STR
11
+0
DEX
13
+1
CON
11
+0
INT
10
+0
WIS
10
+0
CHA
13
+1

Traits

Proficiency Bonus

+2

Actions

Fearsome Claw

Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage, and the target has the Frightened condition until the end of the scarecrow's next turn.

Terrifying Glare

Wisdom Saving Throw: DC 11, one creature the scarecrow can see within 30 feet. Failure: The target has the Frightened condition until the end of the scarecrow's next turn. While Frightened, the target has the Paralyzed condition.

Other data

description

Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life. Although scarecrows take their name from rural effigies, they might take varied patchwork forms. Roll on or choose a result from the Scarecrow Frames table to inspire a scarecrow's appearance.

Scarecrow Frames:

1d8The Scarecrow Is Made From...
1Animal furs, bones, horns, and claws.
2Beehives or wasp nests over a wicker frame.
3A carved pumpkin atop a body of thick vines.
4Nets, flotsam, grapnels, and fishing tackle.
5Oversize stuffed animal or mannequin parts.
6Rusty armor and torture devices.
7A sackcloth head atop straw-stuffed clothes.
8Wedding clothes that were never worn.