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.