Scarecrow
Creature 4 — construct
AnvilSnareLANDconstructfear
A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all
Source: pathfinder-monster-core
Perception +11; darkvision
Skills athletics +12
Str
+5
Dex
+2
Con
+3
Int
-4
Wis
+3
Cha
-2
AC 19
Fort +13
Ref +8
Will +11
HP 60
Immunities fear-effects
Resistances physical (except slashing) 5
Weaknesses fire 5
Speed 20 feet
Offense
Melee Claw (unarmed, versatile-s) +13, Damage 2d6+7 bludgeoning plus Clawing Fear
Abilities
Scarecrow's Leer (aura, emotion, fear, mental, occult, visual) — 40 feet.
The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its Frightened condition below 1 as long as it is in the aura's emanation. When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a -2 circumstance penalty to this save.
Critical Success The creature is unaffected and is then temporarily immune for 24 hours.
Success The creature is Frightened 1.
Failure The creature is Frightened 2 and is Fascinated by the scarecrow until the end of its next turn.
Critical Failure As failure, but Frightened 3.
The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its Frightened condition below 1 as long as it is in the aura's emanation. When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a -2 circumstance penalty to this save.
Critical Success The creature is unaffected and is then temporarily immune for 24 hours.
Success The creature is Frightened 1.
Failure The creature is Frightened 2 and is Fascinated by the scarecrow until the end of its next turn.
Critical Failure As failure, but Frightened 3.
Baleful Glow (concentrate, light, mental, occult) — The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes Off-Guard against the scarecrow for 1 round. It can suppress the light by using this action again.
Clawing Fear — The scarecrow's strikes deal an additional 1d6 mental damage to Frightened creatures.
Mundane Appearance (concentrate) — Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow.
WORKS WELL WITH
SniperLANDA ranged attacker can pick off Frightened targets while the aura keeps them locked in place near the frontline.
WeaverLANDA caster's save-based spells become more reliable against foes whose Will has already been rattled by the fear aura.
FlankerLANDA mobile skirmisher can circle behind foes pinned near the aura while it holds their attention.
PUNISHES
✖ low Will✖ melee reliance
Pairing with another Anvil wastes the aura's value since only one frontline is needed to anchor the fight.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Scarecrow in the encounter builder — free, no install.
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