16 (natural armor)
157 (15d12 + 60)
40 ft.
bludgeoning, piercing, and slashing damage from nonmagical attacks
fire
poison
charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
darkvision 90 ft.
understands Sylvan but can't speak
9
The giant scarecrow has advantage on saving throws against spells and other magical effects.
The giant scarecrow deals double damage to objects and structures.
While in direct sunlight, the giant scarecrow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The giant scarecrow makes two melee attacks.
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.
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.