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