Clapperclaw the Scarecrow

Small construct, Lawful Neutral

Armor Class

12 (natural armor)

Hit Points

14 (4d6)

Speed

walk 25 ft.

Skills

Stealth +3, Survival +2

Damage Vulnerabilities

fire

Damage Immunities

poison

Senses

darkvision 60 ft.

Languages

Common, Sylvan

Challenge

1/2

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 (Bonus Action) (Recharge 6)

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.