Chartered Scarecrow
Armor Class 12 (natural armor)
Hit Points 22 (4d8+4)
Speed 30 ft.
Skills Perception +3, Persuasion +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Auran
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
Reactions
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"No scabbing, no ambushes, and absolutely no kicking someone while they're down." โ stitched into the scarecrow's inner lining
Lore & Description
Appearance
This scarecrow is stuffed with golden straw and bound together with blue-and-white twine, the colors of its recognized labor local. A crooked wooden pole serves as its spine, while its burlap face bears a painted black beak and stern, angular eyes. Dozens of crows perch on its shoulders, hat, and outstretched arms, each wearing a tiny scrap of colored thread around one leg. A tin whistle hangs at its throat, and its straw-filled chest bears a neatly stitched emblem of two crossed pitchforks.
Behavior & Origins
The Chartered Scarecrow was built by exhausted field hands who taught the local crows to stop stealing seed in exchange for pest control, warning calls, and a share of the harvest. The arrangement became a formal union after the crows drove off a cruel overseer who routinely beat scarecrows and workers alike. The creature now patrols the fields with a clipboard, a whistle, and an absolute commitment to fair treatment. It currently seeks the return of the stolen charter of Local 113, last seen in the possession of Baron Vell, who wants to replace the union with magically controlled birds.
Running Chartered Scarecrow
Tactics
The scarecrow begins by announcing its terms and using Crow Picket to separate a group or punish obvious lawbreakers. It focuses its fists on creatures that attack the helpless, while positioning itself between enemies and vulnerable allies. When reduced to half its hit points, it blows its whistle and fights defensively beside its nearest ally; it flees only if every union member has escaped or if its charter can be carried to safety.
DM Tips
- Telegraph its presence with orderly rows of crows, tiny scraps of union-colored thread, and a scarecrow whistle sounding three times from the fields.
- Give the scarecrow a formal, patient voice; it addresses adventurers as 'management,' 'temporary contractors,' or 'fellow workers' depending on how they behave.
- The scarecrow should initially offer parley and a written list of rules. Let players avoid combat by respecting the charter or helping recover the stolen union charter.
- For a weaker party, remove Consequences for Unfair Conduct; for a stronger party, add two ordinary crows that act on the scarecrow's initiative.
Loot
- Local 113 Charter — A waterproof parchment signed with claw marks and thumbprints. Presenting it to rural communities can secure food, shelter, and the aid of organized crows.
- Whistle of Arbitration — A dented tin whistle that produces three distinct notes. Crows within 1 mile gather when it is blown, though they are not compelled to obey.
- Blue-and-White Union Thread — A spool of enchanted twine used to mend burlap, bind wounds, or mark allies as protected members of the scarecrow's cause.