Scarecrow Colossus

Huge construct, chaotic evil

Armor Class 12 (natural armor)
Hit Points 104 (11d12 + 33)
Speed 40 ft.

20 (+5) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Con +6
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 6 (2300 XP)
Proficiency Bonus +3


  • Unusual Nature. The scarecrow colossus doesn’t require air, food, drink, or sleep.


  • Multiattack. The colossus makes two Slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
  • Terrifying Screech (Recharge 5–6). The scarecrow emits a screech in a 30-foot cone. Creatures within the cone must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the scarecrow colossus’s next turn. A frightened creature is paralyzed.


  • Detach Minion. When the scarecrow colossus takes damage, it can use its reaction to split off damaged parts of its body into individual creatures. For every 5 points of damage, the scarecrow colossus creates one scarecrow minion in an unoccupied space within 10 feet of it.


The scarecrow colossus is an aberrant version of the scarecrow, produced when the ritual to create one goes awry. Whether the mage performing the ritual makes a mistake, or wild magic causes a sudden surge in power, or another individual causes some interference, the outcome is the same: a volatile entity comes into being and becomes more dangerous every day it goes unchecked.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete section 15 entry - see the full license for this page