Bargain-Crow Scarecrow
Armor Class 16 (patchwork natural armor)
Hit Points 136 (16d8+64)
Speed 30 ft.
Saving Throws Con +8, Wis +6, Cha +7
Skills Insight +6, Deception +7, Perception +6, Persuasion +7
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Common, Auran, telepathy 60 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions
Bonus Actions
Reactions
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"You may refuse. You may regret refusing. Those are separate matters." โ Old Mother Blackwing, recorded at the Red Furrow granary
Lore & Description
Appearance
This scarecrow is stitched from faded harvest jackets, blue work shirts, and strips of union-red cloth rather than ordinary burlap. Its head is a lopsided sack painted with a broad black smile, while a crown of glossy crows' feathers frames two lantern-yellow eyes. A crooked iron sickle is strapped across its back, and dozens of tiny brass tags hang from its straw ribs, each stamped with a crow's name. Wherever it walks, crows gather in disciplined rows along fences, rooftops, and telephone wires.
Behavior & Origins
Once built to guard the fields of Bellweather Farm, the scarecrow discovered that the crows were not pests but exhausted laborers being blamed for every failed harvest. It organized them into the Blackwing Agricultural and Carrion Workers Local 13, negotiated their freedom from the farm's owner, and has since become a wandering advocate for exploited creatures. It does not lie when making a bargain, but it chooses words with the precision of a contract lawyer and considers foolish assumptions the fault of the other party. The scarecrow now seeks the ledger of Magistrate Orlan Vetch, hidden beneath the abandoned granary at Red Furrow, because it contains the names of every farmer who has enslaved or poisoned crows in the region.
Running Bargain-Crow Scarecrow
Tactics
The scarecrow opens by making its required honest offer, usually proposing Safe Passage to split a hostile group or offering a warning in exchange for a character's true name. It uses Grievance Meeting to blind clustered enemies, then pulls isolated targets through the crow-choked battlefield with Union Scythe and Crowhook. When bloodied, it uses Straw-Filled Vacancy and Crow Relay to reposition behind its allies; it fights to the death if the Blackwing Local is threatened, but gladly honors a properly accepted bargain.
DM Tips
- Telegraph the creature with crows forming picket lines, brass identification tags nailed to fence posts, and scraps of paper bearing bizarrely formal demands such as "sunflower seeds, fair hours, no poisoned grain."
- Play the scarecrow as calm, courteous, and relentlessly literal; it speaks like a labor negotiator and pauses to let every creature consider the terms.
- Make accepted bargains matter in play. The scarecrow should visibly respect them even when doing so costs it an attack or allows an enemy to escape.
- For a weaker party, remove The Strike Is Authorized and reduce Grievance Meeting to 5d8 damage; for a stronger party, give the scarecrow three legendary actions with Crowhook and Crow Relay as options.
Loot
- Blackwing Local 13 Charter — A crow-feather-bound contract listing the scarecrow's allies, enemies, and agreed protections. It grants advantage on negotiations with intelligent corvids and can expose several corrupt landowners.
- Brass Steward's Badge — A heavy brass badge stamped with a crow clutching a sickle. Once per day, its wearer can summon a single crow that knows the way to the nearest organized flock.
- The Unbroken Ledger — A weatherproof book containing every bargain the scarecrow has made, including one unfinished agreement with Magistrate Orlan Vetch.