The Scarecrow CR 8
Speed 30 ft.
Melee +1 scythe +17/+12 (2d6+11/×4) or 2 slams +15 (2d8+7)
Space 10 ft.; Reach 10 ft.
Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10
Base Atk +9; CMB +15; CMD 24
Feats Martial Weapon Proficiency (scythe), Power Attack, Stealthy, Vital Strike, Weapon Focus (scythe)
Skills Climb +16, Perception +10, Stealth +13
Languages Common, Infernal
SQ open mind
Gear +1 scythe, cloak of elvenkind
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.
Unlike standard flesh golems, the Scarecrow is self-aware and possesses a personality, and it does not have a chance of going berserk. It is not immune to mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting effects.
Pathfinder 2: The Skinsaw Murders. Copyright 2007, Paizo Publishing LLC. Author: Richard Pett.