Monster
Clapperclaw the Scarecrow
Outside your table’s allowed sources
Official reference · WBtW · 2014
- Creature type
- Construct
- Size
- Small
- Armor class
- 12 (natural armor)
- Hit points
- 14 (4d6)
- Speed
- Walk 25 ft.
- Challenge rating
- 1/2
- Alignment
- Lawful Neutral
- Strength
- 14
- Dexterity
- 13
- Constitution
- 11
- Intelligence
- 7
- Wisdom
- 10
- Charisma
- 10
- Passive Perception
- 10
- Skills
- stealth: +3; survival: +2
- Senses
- darkvision 60 ft.
- Languages
- Common, Sylvan
- Immunities
- poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
- Vulnerabilities
- fire
Traits
Unusual Nature
Clapperclaw doesn't require air, food, drink, or sleep.
Actions
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Stuffing
Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.
Bonus actions
Unsettling Presence (Recharge 6)
Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.