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The Scarecrow is a type of pseudo-golem created by Unbeliever in one of his many meat-world campaigns. While not common, those specimens that have been found are feared by all.


Statistics Block

Medium Construct
Hit Dice: 3d10 + 20 (36 hp)
Initiative: +1
Speed: 30 feet (6 squares)
Armor Class: 14 (+1 Dex, +3 natural)
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6 + 2)
Full Attack: Two Claws +4 melee (1d6 + 2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cackle
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, fire vulnerability
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 14, Dex 13, Con -, Int -, Wis 10, Cha 15
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)


A stick-thin figure lurches out of the cornfield in front of you. Its body is draped in a torn, ratty cloth, and its head is bulbous and orange - a jack-o'-lantern, carved in a malevolent, jeering grin. Candlelight shines from its triangular eyes. It extends its wooden arms, revealing its sharp claws, and lets loose a hideous, shrieking spasm of laughter - laughter which pierces your mind and echoes its way down into the darkest recesses of your brain and flips all the wrong switches...

Scarecrow golems are not the strongest of their construct brethren, but they are greatly feared by any who come across them. Their strength is not in their claws, though they are dangerous. Rather, the real weapon of the scarecrow is its laughter, which can send its opponents into a state of pure terror.

A scarecrow golem stands roughly six feet tall, with a head consisting of a jack-o'-lantern carved with a single candle inside. Its body is really nothing more than a few sticks lashed together with cord and covered with a piece of cloth. This haphazard construction gives the scarecrow a jerky, lurching walk which many consider to be as terrifying as the laughter itself. However, despite its apparent clumsiness, the scarecrow golem is an agile opponent, and the apparent lack of muscle doesn't appear to hamper it in the slightest - it is capable of hitting quite hard indeed.


Scarecrows are generally assigned to guard a certain area against all creatures matching a certain description (or not matching a description, as the case may be). When someone enters their line of sight, the scarecrow will advance without hesitation, laughing all the while. By the time that the scarecrow actually reaches its opponents, most will either be badly shaken or have fled entirely. Those who are still around meet their end at its claws.

Cackle (Su): As a standard action, the scarecrow can unleash a cacophony of mad laughter which leaves all within earshot in a state of terror. Everyone within twenty feet of the scarecrow must succeed on a DC 13 Will save. Characters who fail have their fear state increased by one step: unafraid characters become shaken, shaken characters become frightened, and frightened characters become panicked. This lasts for 1d6 rounds. Once a character successfully saves against a scarecrow golem's cackle, that character cannot be affected by the same scarecrow golem's cackle for twenty-four hours. This is a sonic mind-affecting fear effect.

Fire Vulnerability (Ex): Due to their wooden construction, scarecrow golems are vulnerable to fire attacks. They take double damage from fire and spells with the fire descriptor.


Construction notes are under... well... construction. Please PM Unbeliever on the forums with any suggestions.

Dungeon Master Notes

The scarecrow isn't very impressive or innovative, mechanically. As such, if your party is inclined for kick-in-the-door style play, your needs may be better served by another monster, one which possesses abilities that will really make them sit up and take notice. The scarecrow is intended for a role-playing-oriented session, one with a tendency towards horror. It works well in worlds like Ravenloft, where the players are willing and eager to be scared, but in other situations you will have to work rather hard to set the mood for them. If you can pull it off, though, they make for quite a memorable encounter.