Scarecrow

Medium Construct

Armor Class 12

Hit Points 31 (7d8)

Speed walk +30

Challenge 1

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

Damage Resistances bludgeoning, piercing

Damage Immunities poison

Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can't speak

Special Abilities

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

Multiattack. The scarecrow uses Scare and makes two slam attacks.

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

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.

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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open