KING
Scarecrow

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)

AC99 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense14--
Heart12--
Cunning8--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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.

Passive

Fire Vulnerability

Takes 1 additional damage from fire.

Maneuvers

Maneuver

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.