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Crowshop Scarecrow

Medium Construct, Chaotic Neutral


Armor Class 12 (patched leather and woven straw)

Hit Points 27 (5d8+5)

Speed 30 ft.

STR 16 (+3)
DEX 12 (+1)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 11 (+0)

Skills Persuasion +2, Animal_handling +3

Damage Vulnerabilities fire

Damage Resistances bludgeoning; piercing

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Common, Crow Cant

Challenge 1 (200 XP) Proficiency Bonus +2


Crow Labor Compact. The scarecrow is accompanied by 1d4 crows that serve as its elected workplace representatives. While at least one crow is within 30 feet of it, the scarecrow can't be surprised, and it has advantage on Wisdom (Perception) checks that rely on sight or hearing. The crows refuse to fight for anyone who mistreats them.
The Oddity Ledger. Whenever the scarecrow reduces a creature to 0 hit points, it removes or collects one unusual token from that creature or its immediate possessions. Examples include a shoelace, a tooth, a button, a spent arrowhead, a lock of hair, or a name written on paper. The scarecrow records each token in its stitched ledger and becomes visibly agitated if one is taken from it.
Straw That Won't Stay Down. The scarecrow has advantage on ability checks and saving throws made to avoid being knocked prone.

Actions

Multiattack. The scarecrow makes two Straw Rake attacks.
Straw Rake. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. On a hit, loose straw clings to the target until the start of the scarecrow's next turn. The first time the target willingly moves before then, its speed is reduced by 10 feet until the end of that turn.
Seed-Sling. Ranged weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. The scarecrow snaps a fistful of hard corn kernels, pebbles, and stolen buttons at the target.
Crow Arbitration (1/Day). The scarecrow calls for a binding vote from every crow within 60 feet. One creature the scarecrow can see within 30 feet must succeed on a DC 12 Wisdom saving throw or be frightened of the scarecrow until the end of the scarecrow's next turn. A frightened creature that drops a held object or apologizes as a bonus action ends the effect on itself.

Bonus Actions

File a Grievance. The scarecrow points at one creature within 30 feet and loudly lists its workplace violations. Until the start of the scarecrow's next turn, the next crow that attacks that creature has advantage on its attack roll.

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"No murder without hazard pay, no nesting without seed allotment, and absolutely no unpaid dawn shifts." โ€” Foreman Stitch, United Carrion and Grain Workers

Lore & Description

Appearance

This scarecrow is built from sun-bleached burlap, crooked fence slats, and dense coils of golden straw darkened by rain. Its head is a lumpy sack painted with a broad black grin, while two brass buttons serve as eyes beneath a floppy red union cap. Crows perch on its shoulders, arms, and hat, wearing tiny scraps of red thread around their legs as marks of membership. A leather ledger hangs from its belt, stuffed with feathers, teeth, buttons, and other unsettling keepsakes.

Behavior & Origins

Once assigned to frighten crows from the fields of Brindlebarrow, this scarecrow discovered that the birds were being overworked, unpaid, and blamed for every missing seed. It organized them into the United Carrion and Grain Workers, Local 113, and now negotiates fair harvest shares with farmers, millers, and adventurers. The scarecrow calls itself Foreman Stitch and wants to complete its collection of one odd token from every kind of creature in the valley. It currently lacks a token from a dragon, a merfolk, and a tax collector. Its ledger, hidden beneath the floorboards of the abandoned Brindlebarrow granary, contains evidence that the local reeve has been stealing the union's grain allotments.

Running Crowshop Scarecrow

Tactics

The scarecrow opens by sending its crows to harry the most isolated target while it uses Crow Arbitration against the most dangerous-looking foe. It stays near cover and uses Multiattack on restrained or distracted enemies, switching to Seed-Sling against anyone who retreats. When reduced below half its hit points, it bargains loudly, offers to return a collected token, and flees toward the nearest granary unless its ledger or a union member is threatened.

DM Tips

  • Telegraph the creature with organized crow behavior: birds carry scraps of red thread, refuse to enter a field without a shouted signal, and leave tiny grievance notices on fence posts.
  • Play Foreman Stitch as earnest, procedural, and deeply offended by unsafe working conditions; it pauses combat to demand recognition of the crows' collective bargaining rights.
  • The collected token can be tailored to a defeated character, such as a quill from a wizard or a loose scale from a dragonborn, creating a memorable but nonessential trophy.
  • For a weaker party, remove Crow Arbitration and reduce its hit points to 18; for a stronger party, give it two additional crows that can use the Help action each round.

Loot

  • The Oddity Ledger — A weatherproof ledger containing dozens of strange tokens and meticulous notes about their former owners. Its entries may identify missing villagers, stolen goods, or an unknown monster.
  • Union Cap — A tiny red-capped badge sewn with a crow feather. Crows recognize it as a sign of fair treatment, granting advantage on one Charisma check made to negotiate with ordinary crows or ravens.
  • Brindlebarrow Grain Contract — A signed agreement promising the crows a share of every harvest. It is mundane as an object but valuable evidence against the reeve who has been withholding their payment.

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Generation Info

Original prompt:
"CR 1: A scarecrow that unionized the crows instead of scaring them. It collects something odd from every creature it defeats."

Created: Sep 2, 2026
Modified: Sep 11, 2026

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