![]() ![]() ( concentrate, mental, occult ) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes flat-footed against the scarecrow for 1 round. It can suppress the light by using this action again. The scarecrow's strikes deal an additional 1d6 mental damage to frightened creatures. ![]() ( concentrate ) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow. Odds and Ends Scarecrows hold a certain liminal space that is inhabitable by spirit creatures. Ghosts in particular can use their malevolent possession on a scarecrow as if it were a living creature, using them as vehicles to escape their site-bound nature and so further spread their murder and mayhem.Ī ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |