Scarecrow Harvester A5E
CR 4 construct
Medium construct, chaotic evil
After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.
The DC for Dispel Magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed.
Actions
The scarecrow uses Scare and makes two claw attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.
Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.
The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) fire damage on a failed save or half damage on a success.
The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest.
The scarecrow along with any mount it is riding is invisible for 1 hour or until it attacks or uses Scare Fire Breath or Pumpkin Head.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details