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    The Scarecrow


    The Scarecrow CR 8

    XP 4,800
    Lifespark elite flesh golem
    CE Large construct
    Init +1; Senses darkvision 60 ft., low-light vision; Perception +10

     DEFENSE

    AC 20, touch 8, flat-footed 20 (–1 Dex, +12 natural, –1 size)
    hp 79 (9d10+30)
    Fort +3, Ref +4, Will +4; -2 vs. mind-affecting effects
    DR 5/adamantine; Immune construct traits, magic

     OFFENSE

    Speed 30 ft.
    Melee +1 scythe +17/+12 (2d6+11/×4) or 2 slams +15 (2d8+7)
    Space 10 ft.; Reach 10 ft.

     STATISTICS

    Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10
    Base Atk +9; CMB +15; CMD 24
    Feats Martial Weapon Proficiency (scythe), Power Attack, Stealthy, Vital Strike, Weapon Focus (scythe)
    Skills Climb +16, Perception +10, Stealth +13
    Languages Common, Infernal
    SQ open mind
    Gear +1 scythe, cloak of elvenkind

     SPECIAL ABILITIES

    Immunity to Magic (Ex)

    A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).

    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

    Open Mind (Ex)

    Unlike standard flesh golems, the Scarecrow is self-aware and possesses a personality, and it does not have a chance of going berserk. It is not immune to mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting effects.