The Crowwright, Union Scarecrow
Armor Class 18 (woven iron and lacquered straw)
Hit Points 189 (18d10+90)
Speed 30 ft. fly 40 ft.
Saving Throws Dex +7, Con +9, Wis +7, Cha +8
Skills Stealth +7, Perception +7, Persuasion +8, Intimidation +8
Damage Vulnerabilities fire
Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 17
Languages Common, Auran, telepathy 120 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Actions
Bonus Actions
Reactions
Legendary Actions
The Crowwright 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 Crowwright regains spent legendary actions at the start of its turn.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- Black Feather Picket. A wall of crows occupies up to three contiguous 10-foot squares the Crowwright can see. The squares are heavily obscured until initiative count 20 on the next round.
- Unpaid Wages. Spectral hands of straw seize up to two creatures the Crowwright can see within 60 feet. Each must succeed on a DC 16 Strength saving throw or become restrained until initiative count 20 on the next round.
- Management Arrives. The Crowwright chooses one creature within 60 feet. Until initiative count 20 on the next round, every crow in the lair attacks that creature, and the creature cannot benefit from invisibility.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 6 miles of the Crowwright's current workplace, crows gather in unnatural numbers and repeat overheard conversations.
- Farm tools left outside rearrange themselves into picket lines, warning signs, or crude effigies of the local landowner.
- Any creature that mistreats a crow is followed by a murder of birds that loudly recites its name and alleged offenses for 24 hours.
If the Crowwright is destroyed and its relocation is prevented, these effects fade over the course of 1d10 days, but one crow carries away a black iron nail and begins searching for a new field.
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"A field without crows has no witnesses, and a bargain without witnesses is merely a lie." โ The First Field Agreement
Lore & Description
Appearance
The Crowwright is a towering scarecrow nearly ten feet tall, built from blackened orchard wood, rust-red iron bands, and dense bundles of golden straw bound with red thread. Its head is a sack of weathered burlap painted with a single wide, horizontal eye, while a brass union pin shaped like a crow adorns its chest. Hundreds of crows nest in its shoulders, ribcage, and ragged sleeves, their glossy feathers flowing around it like a living cloak. When it moves, its joints creak like old gates and its straw fingers click together like counting bones.
Behavior & Origins
The Crowwright was once a disposable scarecrow named Brindle, burned and rebuilt by generations of farmers until it learned that crows were not pests but witnesses, messengers, and workers. It negotiated the First Field Agreement with the crows of Hallowmere, promising them safe nesting grounds in exchange for crop warnings and protection from predators. Since then, it has organized murders across the countryside into the Migratory Workers of the Black Wing, demanding fair treatment from landowners and punishing broken promises. Its current campaign centers on Master Pell's grain estate at Red Sickle Farm, where Pell has trapped hundreds of crows and refuses to recognize their charter. The Crowwright wants the prisoners freed, the charter publicly signed, and a permanent rookery built beside the farm's oldest barn.
Running The Crowwright, Union Scarecrow
Tactics
The Crowwright opens with Mass Grievance if it can catch several enemies together, then uses Crowstep to appear beside the most isolated or heavily armed target. It keeps crows between itself and ranged attackers, uses Solidarity to protect its murder, and binds dangerous foes with Contractual Hook attacks. When bloodied, it uses Call the Replacement or Emergency Adjournment to relocate across the battlefield; it fights to the death only when its charter, rookery, or imprisoned crows are threatened.
DM Tips
- Telegraph the danger with crows repeating the party's names, tools arranged into picket lines, and fields where every scarecrow faces the same direction.
- Play the Crowwright as stern, procedural, and unexpectedly reasonable; it cites clauses, demands witnesses, and pauses combat to record a new grievance.
- For a weaker party, remove Call the Replacement and reduce the crows' obscuring effect to disadvantage on the first attack against the Crowwright each round; for a stronger party, give the murder 20-foot blindsight and let Mass Grievance recharge on a 4-6.
- Make relocation a story consequence rather than a surprise: if the party does not seal the iron nail, the Crowwright returns somewhere new with a fresh demand.
Loot
- The First Field Agreement — A weatherproof charter written in crow-feather ink. Any creature that signs it gains advantage on Charisma checks made to negotiate with crows and can cast speak with animals once per long rest, but must honor its promises to birds.
- Black Iron Relocation Nail — One of the Crowwright's original nails. It can anchor the creature's next relocation if placed in a sealed, witnessed container, making it a powerful tool for hunters or negotiators.
- Brass Union Pin — A crow-shaped pin that remains warm when a creature nearby is being exploited or magically bound by an unfair agreement. The Crowwright's surviving crows recognize its wearer as a provisional ally.