Clapperclaw the Scarecrow
The Wild Beyond the Witchlight p. 78
- Tamaño
- Pequeño
- Tipo
- construct
- Alineamiento
- legal neutral
- CA
- 12 (natural armor)
- Puntos de golpe
- 14 (4d6)
- Velocidad
- walk 25 ft.
- Habilidades
- Stealth +3, Survival +2
- Inmunidades
- poison
- Vulnerabilidades
- fire
- Inmunidad a estados
- charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 10
- Idiomas
- Common, Sylvan
- Desafío
- 1/2
FUE
14
+2
DES
13
+1
CON
11
+0
INT
7
−2
SAB
10
+0
CAR
10
+0
Rasgos
Proficiency Bonus
+2
Unusual Nature
Clapperclaw doesn't require air, food, drink, or sleep.
Acciones
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