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Clapperclaw the Scarecrow

Small construct, Lawful Neutral

Armor Class 12 (natural armor)

Hit Points 14 (4d6)

Speed 25 ft.

STR 14 (+2)
DEX 13 (+1)
CON 11 (+0)
INT 7 (-2)
WIS 10 (+0)
CHA 10 (+0)

Skills Stealth +3, Survival +2

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages Common, Sylvan

Challenge 1/2

Unusual Nature. Clapperclaw doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Stuffing. Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.

Bonus Actions

Unsettling Presence (Recharge 5–6). Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.

Source

WBtW, p. 78