Clapperclaw the Scarecrow

The Wild Beyond the Witchlight p. 78

Size
Small
Type
construct
Alignment
lawful neutral
AC
12 (natural armor)
Hit Points
14 (4d6)
Speed
walk 25 ft.
Skills
Stealth +3, Survival +2
Immunities
poison
Vulnerabilities
fire
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common, Sylvan
Challenge
1/2
STR
14
+2
DEX
13
+1
CON
11
+0
INT
7
−2
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+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.

Unsettling Presence (Recharge 6) (Bonus Action)

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.

recharge

D6

Other data

description