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Dread Scarecrow

Evil spirit-possessed scarecrow that stalks and terrorizes the living

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class14
Hit Dice4 + 2**
Number Appearing1
Attacks1 slam or 1 weapon
Damage1d6+1 slam, by weapon
Movement40'
Save AsFighter: 4
Morale12 (8)
XP320
Treasure TypeNone

Sometimes during its creation a living scarecrow may become possessed by an evil spirit, becoming a Dread Scarecrow. These malevolent creatures take delight in seeking out and tormenting the living by inducing terror. During the day it hides in the fields as a normal scarecrow, but during the night it stalks, looking for unwary prey. In all respects it looks like a normal scarecrow except for the deep red-orange glow from within its pumpkin head and frightening visage.

A dread scarecrow is immune to fear (morale of 12), but has a self-preservation instinct. Use the morale of 8 to determine whether a dread scarecrow decides to flee from combat if it is outmatched or outnumbered.

Special Abilities

Darkvision: Darkvision out to 60 feet.
Gaze Attack: It chooses to either cause fear or bestow curse against a single target out to 30 feet who fails a savings throw vs. Spells.
Maniacal Cackle: Works likes the bane spell on anyone within 50 feet who fails a saving throw vs. Spells. Those who make their save are immune to the effect for 24 hours.
Nimble and Quick: Does not receive the initiative penalty like other living scarecrows.
Weakness to Fire: Suffering 1 extra point per die of damage and has a -2 penalty to save against fire-based attacks.
Magic Resistance: 25% magic resistance, but since it possesses an intelligence it is subject to mind-affecting magic and effects.
Immune to Fear: Immune to fear (morale of 12).