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Farmer Drystan's Scarecrow (3-4)Creature 3


LargeChaoticConstructEvil
Source Pathfinder Society Scenario #1-15: The Blooming Catastrophe
Perception +12 (darkvision)
Languages Chthonian
Skills Athletics +10, Intimidation +12, Stealth +10
Str +4, Dex +4, Con +4, Int -3, Wis +2, Cha +1

AC 19; Fort +12; Reflex +9; Will +8;
HP 52
Speed 25 feet
Weaknesses Fire 5

Claw One Action +12 (+8, +4) to hit (agile, finesse, reach 10, unarmed, unholy, versatile p) 1d6+6 Slashing

Spooky

The scarecrow does not take a penalty to Intimidation checks when using the Demoralize action against targets with whom it does not share a language.

Haunting Assault Two Actions

The scarecrow makes two claw Strikes against a single creature, then Demoralizes that creature.

Sudden Charge Two Actions

The scarecrow Strides up to twice its speed. If it ends its movement within melee reach of at least one enemy, it can make a claw Strike against that enemy.

Woodwalk

The scarecrow ignores difficult terrain from non-magical foliage.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.