Armor Class:

14

Hit Dice:

4 + 2** (+5)

No. of Attacks:

1 slam or 1 weapon

Damage:

1d6+1 or by weapon

Movement:

40'

No. Appearing:

1

Save As:

Fighter: 4

Morale:

12 (8)

Treasure Type:

None

XP:

320

Sometimes during its creation a living scarecrow may become possessed by an evil spirit, becoming a Dread Scarecrow. These malevolent creatures take delight in seeking out and tormenting the living by inducing terror. During the day it hides in the fields as a normal scarecrow, but during the night it stalks, looking for unwary prey. In all respects it looks like a normal scarecrow except for the deep red-orange glow from within its pumpkin head and frightening visage.

A dread scarecrow is immune to fear (morale of 12), but has a self-preservation instinct. Use the morale of 8 to determine whether a dread scarecrow decides to flee from combat if it is outmatched or outnumbered.

Because of its evil spirit, a dread scarecrow has several powers. It has Darkvision out to 60'. It also has a gaze attack that it chooses to either cause fear or bestow curse against a single target out to 30' who fails a savings throw vs. Spells. It also has a maniacal cackle that works likes the bane spell on anyone within 50' who fails a saving throw vs. Spells. Those who make their save are immune to the effect for 24 hours.

A dread scarecrow is also very nimble and quick, so it does not receive the initiative penalty like other living scarecrows, but is still weak against fire, suffering 1 extra point per die of damage and has a -2 penalty to save against fire-based attacks. A dread scarecrow has a magic resistance of 25%, but since it possesses an intelligence it is subject to mind-affecting magic and effects.