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Blackwing Shop Steward

Medium Construct (sentient construct), Chaotic Neutral


Armor Class 17 (patched leather and hardened straw)

Hit Points 170 (20d8+80)

Speed 30 ft.

STR 18 (+4)
DEX 16 (+3)
CON 18 (+4)
INT 14 (+2)
WIS 15 (+2)
CHA 16 (+3)

Saving Throws Dex +7, Con +8, Wis +6

Skills Insight +6, Perception +6, Intimidation +8

Damage Resistances necrotic; psychic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Common, Auran, telepathy 120 ft.

Challenge 12 (8,400 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
The Crows Are Members. The shop steward can communicate with ordinary crows and ravens, and they understand its speech. Crows and ravens within 120 feet of it are friendly toward it and hostile toward creatures it identifies as strikebreakers. The shop steward can see and hear through any crow or raven within 1 mile, provided the bird is not incapacitated.
Collective Bargaining. The shop steward has advantage on saving throws against being charmed, frightened, blinded, or deafened while a crow or raven is within 30 feet of it. In addition, when it is hit by an attack while a crow or raven is within 5 feet of it, the attacking creature takes 3 (1d6) psychic damage from a sudden chorus of accusatory caws.
Unfinished Metamorphosis. When the shop steward is first reduced to 85 hit points or fewer, its straw splits open and black pinfeathers erupt from its limbs. It immediately gains a flying speed of 40 feet, can hover, and its Hooked Hand attacks deal an extra 3 (1d6) psychic damage. The change is painful and unmistakable; until it dies, its voice intermittently becomes a layered murder of human and avian cries.
Straw That Remembers. The shop steward does not need to eat, drink, breathe, or sleep. It has advantage on ability checks and saving throws made to avoid being knocked prone or moved against its will.

Actions

Multiattack. The shop steward makes three Hooked Hand attacks.
Hooked Hand. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage, plus 7 (2d6) psychic damage. The hook is made from a rusted sickle lashed to the creature's arm with black thread.
Censure the Strikebreaker (Recharge 5-6). The shop steward unleashes a disciplinary shriek at one creature it can see within 60 feet. The target must make a DC 16 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a successful one. On a failed save, the target is also frightened of the shop steward until the end of its next turn. While frightened in this way, the target's speed is 0 as spectral crows clutch at its clothing and limbs.
Murder's Picket Line. The shop steward chooses a point it can see within 60 feet. A storm of spectral crows fills a 15-foot-radius sphere centered on that point until the end of the shop steward's next turn. The area is heavily obscured to creatures hostile to the shop steward, and each hostile creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) slashing damage. The shop steward and creatures it designates can see normally through the storm.

Bonus Actions

Call the Next Shift. The shop steward calls a crow or raven within 120 feet to fly up to its speed and use the Help action. If no such bird is present, a flock of ordinary crows arrives from the nearest cover at the start of the shop steward's next turn.

Reactions

Grievance Filed. When the shop steward takes damage from an attack, it reduces that damage by 9 (2d8) and moves up to 10 feet without provoking opportunity attacks. A swirl of crows occupies the space it left until the end of the current turn, lightly obscuring that space.

Legendary Actions

The shop steward can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The shop steward regains spent legendary actions at the start of its turn.

Hooked Hand. The shop steward makes one Hooked Hand attack.
Organize. The shop steward moves up to half its speed without provoking opportunity attacks. One crow or raven within 120 feet can move up to its speed as part of the same legendary action.
Correct the Record (Costs 2 Actions). One creature the shop steward can see within 60 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls against creatures other than the shop steward until the end of its next turn. On a successful save, the creature is immune to this effect for 24 hours.

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"No bird works hungry, no field stands ownerless, and no scab crosses this line." โ€” Hobb Tallow, First Shop Steward of Briarhook Vale

Lore & Description

Appearance

The Blackwing Shop Steward resembles a scarecrow built from weather-bleached corn stalks, but its body has begun to outgrow its original design. A cracked pumpkin head sits beneath a battered union cap, its painted grin split by a beaklike seam. Hundreds of black pinfeathers push through its straw stuffing, especially around the shoulders, wrists, and neck. Its arms end in rusted sickles wrapped with red cloth, each scrap covered in tiny handwritten demands. Crows perch on its frame without fear, threading twigs and bright bits of stolen metal through its body as though decorating a nest.

Behavior & Origins

The creature was once called Hobb Tallow, a scarecrow made by the tenant farmers of Briarhook Vale. After years of being ordered to frighten hungry crows away from failing crops, Hobb began listening to the birds instead. It learned that the crows were not thieves but scavengers, driven to the fields by the same blight and cruel landlord that tormented the farmers. Hobb organized the birds into the First Mutual Murder and negotiated a truce: the crows would take only fallen grain, and the farmers would leave offerings at the field stones. Now Hobb is slowly becoming something neither construct nor scarecrow. It wants to finish its transformation before the landlord's mercenaries burn Briarhook Vale, but it fears that whatever is growing inside its straw will no longer remember the workers it swore to protect. The concrete hook is the abandoned granary called Blackcap Hall, where Hobb has nailed a thousand crows' names to the walls and is preparing one final strike against Lord Vey Orlan.

Running Blackwing Shop Steward

Tactics

The shop steward opens by placing Murder's Picket Line between itself and the largest cluster of enemies, then uses Censure the Strikebreaker against the most dangerous warrior or spellcaster. It keeps moving through cover while crows harass isolated targets, using Grievance Filed to deny a powerful hit and reposition. When bloodied, it takes to the air and becomes more aggressive, focusing its Hooked Hand attacks on anyone threatening the crows or the weakest member of its cause. It fights to the death if Blackcap Hall or the farmers of Briarhook Vale are threatened, but otherwise flees through a murder of crows to continue the strike.

DM Tips

  • Telegraph the creature before combat with crows wearing scraps of red cloth, scarecrow effigies marked with bargaining demands, and a field where every fallen ear of corn has been neatly gathered into offering piles.
  • Give the shop steward a rasping, formal speaking style; it refers to adventurers as management, scabs, or outside contractors and pauses to let nearby crows 'vote' with their caws.
  • For a weaker party, remove the psychic damage from Hooked Hand and reduce Censure the Strikebreaker's damage to 27 (6d8). For a stronger party, allow Murder's Picket Line to last for 1 minute with concentration-like disruption whenever the shop steward takes 20 or more damage.
  • The transformation should feel tragic rather than merely monstrous: describe new feathers, unfamiliar instincts, and moments when Hobb asks whether anyone can still recognize the voice inside the straw.

Loot

  • The First Contract — A red-cloth agreement signed with thumbprints, claw marks, and a smear of black pitch. It proves that the crows of Briarhook Vale once negotiated peacefully and can serve as evidence against Lord Vey Orlan.
  • Hobb's Union Cap — A battered cap that never blows away and smells faintly of rain-soaked straw. A wearer who places it on a scarecrow can ask one ordinary crow a simple question once per day.
  • Black Pinfeather — A glossy feather that grows warm near unjust contracts, forced labor, or creatures being treated as disposable. Hobb may be trying to shed these feathers as its transformation progresses.

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Generation Info

Original prompt:
"CR 12: A scarecrow that unionized the crows instead of scaring them. It is slowly becoming something else, and knows it."

Created: Sep 19, 2026
Modified: Oct 26, 2026

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