Giant Scarecrow

Huge construct, unaligned

Armor Class

16 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

40 ft.

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses

darkvision 90 ft.

Languages

understands Sylvan but can't speak

Challenge

9

Magic Resistance

The giant scarecrow has advantage on saving throws against spells and other magical effects.

Siege Monster

The giant scarecrow deals double damage to objects and structures.

Sunlight Sensitivity

While in direct sunlight, the giant scarecrow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The giant scarecrow makes two melee attacks.

Claw

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a short or long rest.

Scream of the Queen (3/Day)

The giant scarecrow screams like the Queen of Darkness. This scream has no effect on constructs and undead. All other creatures within 90 ft. that hear it must make a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.