Scarecrow Minion

Medium construct, chaotic evil

Armor Class 11 Hit Points 36 (8d8)
Speed 30 ft.

11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)

Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)
Proficiency Bonus +2


  • Unusual Nature. The scarecrow minion doesn’t require air, food, drink, or sleep.
  • False Appearance. If the scarecrow minion is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarecrow move or act, it is indistinguishable from an ordinary, inanimate scarecrow.


  • Multiattack. The scarecrow makes two Claw attacks.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow minion’s next turn.


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