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Union Scarecrow

Medium Construct, Neutral


Armor Class 14 (patchwork natural armor)

Hit Points 52 (8d8+16)

Speed 30 ft.

STR 16 (+3)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 13 (+1)

Saving Throws Wis +3

Skills Insight +3, Perception +3

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 13

Languages Common, Crow Cant

Challenge 4 (1,100 XP) Proficiency Bonus +2


Maribel's Last Recognition. At the start of an encounter, the scarecrow chooses one humanoid it can see within 60 feet and mistakes that creature for Maribel, the person it once loved. The scarecrow will not willingly target Maribel with an attack or harmful ability, and it tries to position itself between Maribel and danger. If Maribel attacks the scarecrow, the scarecrow can continue believing the attack was accidental, but if Maribel reduces it to half its hit points or fewer, the illusion of recognition shatters and this trait ends. The scarecrow has advantage on attack rolls against any creature it sees harm Maribel.
Crow-Union Solidarity. The scarecrow is accompanied by a constantly shifting murder of crows. While at least three crows are within 30 feet of it, the scarecrow cannot be surprised and has advantage on Wisdom (Perception) checks. The crows also carry out its shouted orders, though they refuse commands that would knowingly harm another crow.
Straw-Stuffed Tenacity. The scarecrow has advantage on saving throws against effects that would knock it prone, move it against its will, or alter its form. It does not need to eat, drink, breathe, or sleep.

Actions

Multiattack. The scarecrow makes two Hooked Rake attacks. It can replace one attack with Crow Solidarity.
Hooked Rake. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. If the target is a creature other than Maribel, it must succeed on a DC 13 Strength saving throw or be pulled up to 5 feet toward the scarecrow.
Crow Solidarity. A cloud of crows swirls around one creature the scarecrow can see within 30 feet. The target must succeed on a DC 13 Dexterity saving throw or take 3d6 piercing damage and be blinded until the start of the scarecrow's next turn. On a successful save, the target takes half as much damage and isn't blinded. The crows then return to the scarecrow's murder.
Contractual Condemnation (Recharge 5-6). The scarecrow points at up to three creatures it can see within 60 feet and declares them strikebreakers. Each target must succeed on a DC 13 Wisdom saving throw or become frightened of the scarecrow until the end of the scarecrow's next turn. A creature frightened this way must use its reaction, if available, to move up to half its speed away from the scarecrow when the effect begins.
Protective Interposition. The scarecrow moves up to its speed toward Maribel without provoking opportunity attacks. Until the start of its next turn, the scarecrow has half cover while within 5 feet of Maribel, and the next attack that would hit Maribel instead targets the scarecrow.

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No crow works hungry, no field goes unguarded, and no Maribel walks alone. โ€” painted on a plank at the Brindlehook mill

Lore & Description

Appearance

This scarecrow is stitched from faded blue work shirts, rust-red overalls, and coarse golden straw that spills from every seam. Its wooden head bears a cracked porcelain face painted with a gentle smile, though one eye is a black button and the other is a polished crow feather set into wax. A red bandanna is tied around its neck like a union sash. Crows perch on its shoulders, arms, and crooked hat, wearing tiny scraps of colored thread around their legs as badges of membership.

Behavior & Origins

The scarecrow was built by Maribel Voss, a millworker who used it to protect the fields outside Brindlehook. When the local landowner began poisoning the crows and destroying their nests, the scarecrow organized the birds into the Feathered Fieldhands Local 113. It now demands fair wages in spilled grain, safe nesting sites, and an end to unnecessary scaring. Unfortunately, years of loneliness and enchantment have left its memories tangled: it sees Maribel in the face of one passing adventurer. The scarecrow wants to lead that person back to the abandoned Brindlehook mill, where it believes Maribel is waiting to ratify the final contract.

Running Union Scarecrow

Tactics

The scarecrow opens by identifying Maribel and using Protective Interposition to place itself between that character and the party's most threatening attacker. It uses Crow Solidarity against clustered enemies, then relies on Hooked Rake to drag foes away from Maribel while the crows harry ranged attackers. If reduced below half its hit points, it uses Contractual Condemnation and attempts to retreat with Maribel toward the Brindlehook mill; it fights to the death only if someone directly harms or tries to abduct its beloved.

DM Tips

  • Telegraph the encounter with crows wearing colored threads, scraps of straw marked with tally lines, and signs reading SAFE NESTS, FAIR GRAIN.
  • Give the scarecrow a warm, earnest voice and have it address the mistaken character as Maribel while sternly calling everyone else strikebreakers.
  • A character can exploit the misunderstanding by calmly claiming to be Maribel, but obvious contradictions or cruelty to crows should end the deception quickly.
  • For a weaker party, reduce the crows' damage to 2d6 and remove the frightened rider from Contractual Condemnation; for a stronger party, let Crow Solidarity recharge on a 4-6.

Loot

  • Feathered Fieldhands Charter — A weatherproof labor contract signed by dozens of inked crow footprints. It grants advantage on Charisma checks made to negotiate with intelligent birds and points toward the Brindlehook mill.
  • Maribel's Red Bandanna — The faded bandanna around the scarecrow's neck bears a tiny embroidered wheat sheaf. It is the keepsake that anchors the scarecrow's mistaken memory.
  • Crow Union Badge — A polished black feather bound with copper wire. A crow that sees it recognizes the bearer as a friend of the union and may deliver a short message or small object.

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Generation Info

Original prompt:
"CR 4: A scarecrow that unionized the crows instead of scaring them. It mistakes one party member for someone it once loved."

Created: Sep 28, 2026
Modified: Oct 26, 2026

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