Sickle Scarecrow

(Generated 71 times)
Namelist None
Tags
Rank Skilled
Race Human
Cult rank None
Notes A wicker-and-gourd scarecrow of a moth-winged woman with 4 sickle blades for fingers and a bulbous gourd for a head. Animated scarecrows look just like mundane scarecrows until they come to life, at which point their eyes and mouths glow with fiery light. Scarecrows are usually created as guardians to warn away trespassers. Each scarecrow is unique, but most stand 5 to 6 feet tall and are made of wood, cloth, and rope. Their stuffing of dried grass or straw makes them vulnerable to fire. A scarecrow cannot speak, and the only sound it makes is the creaking of its wooden frame and the rustling of its straw stuffing when it moves. In combat, a scarecrow uses its fascinating gaze, then chooses the largest foe to pummel with its slams. Although unintelligent, the scarecrow does not ignore other enemies, using its fear touch to cow them until the scarecrow kills its first target. A scarecrow usually does not pursue fleeing foes unless specifically commanded to do so by its creator. Fascinating Gaze Target is fascinated, 30 feet, Hard Willpower roll negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as an action. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. Fear A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a hard Willpower save, she cowers and can take no actions other than attempting a new Willpower save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round, unable to attack. This is a mind-affecting fear effect.
Creatorskarza
Stats
STR 16
CON 16
SIZ 16
DEX 16
INT 16
POW 16
CHA 0
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-09 Abdomen 4
10-12 Chest 4
13-15 Right arm 4
16-18 Left arm 4
19-20 Head 4
Attributes
Movement 4 m
Natural armor Yes

Non-random features

ListFeature
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.
Ability ***Gaze Attack*** Gaze may be active (the creature must consciously spend an Action Point on its turn to use it on a foe) or passive (anyone looking at the creature is affected)
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)

Standard skills

Athletics STR+DEX+20 Brawn STR+SIZ+40 Endurance CON+CON+50
Evade DEX+DEX+25 Perception INT+POW+30

Combat styles

Mindless attacksSTR+DEX+40

Weapon options

1-handed weapons

Amount: 1
Sickle fingers (1)

2-handed weapons

Amount: 0
Great axe (25)
Great Club (25)
Great Hammer (25)
Great Sword (25)

Ranged weapons

Amount: 0
Long bow (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Sickle fingers 1h-melee 1d6+4 L L - bleed Y N 3 16