Scarecrow
Construct · Crown of Despair
T2d6Minor
Straw-stuffed fear-mongers, scarecrows animate to terrify, scythes reaping the living.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 9 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 4 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mindless Straw
Immune to poison, charm, and fear; it does not flee at 0 Vigor and fights until destroyed. While motionless it is indistinguishable from a normal scarecrow.
Fire Vulnerability
Takes 1 additional damage from fire.
Maneuvers
Terrifying Glare
One creature within 30 ft that can see the scarecrow makes a Heart save (DC 13) or is frightened and rooted to the spot, unable to move (save ends at the end of each of its turns).
Tactics
GM tactics
Stands motionless in a field until prey approaches. Opens with Terrifying Glare to paralyze isolated targets, then closes for the kill. Rooting one target at a time, it works through a group. Extremely vulnerable to fire: flame destroys it quickly, and being mindless it never flees.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.