Scarecrow

It suddenly becomes clear that this is no ordinary pumpkin-headed scarecrow when its eyes glow and it comes to jerky life.

Scarecrow CR 4

XP 1,200
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 16, touch 10, flat-footed 16 (+6 natural)
hp 47 (5d10+20)
Fort +1, Ref +1, Will +1
Immune cold, construct traits
Weaknesses vulnerability to fire

OFFENSE

Speed 20 ft.
Melee 2 slams +8 (1d8+3 plus fear)
Special Attacks fascinating gaze

STATISTICS

Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14
Base Atk +5; CMB +8; CMD 18
SQ freeze

SPECIAL ABILITIES

Fascinating Gaze (Su)

Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.

Fear (Su)

A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.

ECOLOGY

Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none

Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire.

A scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves.

In combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator.

Crafting a Scarecrow

Scarecrows are constructed of a variety of materials, but usually include a frame of wood bound by rope or twine, covered in cloth or ragged garments, then stuffed with grass or straw. Some have simple heads made from bags stuffed with straw, with two holes cut for eyes, while others have more elaborate pumpkin or gourd heads carved with grotesque faces. Once the basic body has been constructed, unguents and special powders worth 500 gp are also required.

CL 6th; Price 15,500 gp

CONSTRUCTION REQUIREMENTS

Feats Craft Construct; Spells command, fear, geas/quest, hypnotic pattern; Special creator must be caster level 6th; Skill Checks Craft (carpentry), Craft (sculptures), or Profession (farmer) DC 12; Cost 8,000 gp

Variant: Scarecrow, Dreaded Decoy (CR 4)

[Source]

This appears to be a decoy, similar to a scarecrow, made from metal odds and ends rather than hay and a pumpkin, and it is often made to look like something other than a humanoid figure. It has a small windmill-type device attached to its back that seems to power random movements of its body to scare off other creatures. Although they obey the commands of their masters, they have a chance of going wild unlike normal scarecrows.

Immune fire; this replaces a scarecrow’s immunity to cold.

Weaknesses vulnerability to electricity; this replaces a scarecrow’s vulnerability to fire.

Melee 1 slam +8 (1d8+3 plus fear); this replaces a scarecrow’s 2 slam melee attacks.

Berserk (Ex)

When a dreaded decoy enters combat, there is a cumulative 1% chance each round that its animating spirit breaks free and the construct goes berserk. This chance resets to 0% after one minute of inactivity. A berserk construct attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

Murder Most Fowl (Su)

As a standard action, this construct can summon a murder of crows to attack its foes. It can only summon one murder of crows at a time, though it can dismiss the swarm as a standard action. If the swarm is dispersed, the dreaded decoy cannot summon another murder of crows for 24 hours.

This ability replaces a scarecrow’s fascinating gaze.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

scroll to top