Sources
CR
Type
Size
Alignment
Movement

Clapperclaw the Scarecrow

Small Construct, Lawful Neutral

Armor Class 12 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft.
STR
14
+2
DEX
13
+1
CON
11
+0
INT
7
-2
WIS
10
+0
CHA
10
+0
Skills Stealth +3, Survival +2
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 1/2 (100 XP)

Traits

Unusual Nature. Clapperclaw doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (2d4 + 2) slashing damage.

Stuffing. Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.

Bonus Actions

Unsettling Presence (Recharge). Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.

Lore

Clapperclaw the scarecrow is 3 feet tall. Created by Granny Nightshade using a tormented child's soul she found in Gehenna, it ran away from home so that it wouldn't have to perform evil tasks for her. After fleeing Thither, Clapperclaw was waylaid by Agdon Longscarf and his harengon brigands, who stole its head, which the scarecrow describes as a most glorious stag skull. It desperately wants its head back, and it's a bit self-conscious about its replacement head: a hollow gourd that now sits…