Harvest King Scarecrow
Medium shadow animate (construct)
Level 8 Controller (Leader) XP 350
| HP 87; Bloodied 43 | Initiative +9 |
| AC 22, Fortitude 18, Reflex 23, Will 19 | Perception+8 |
| Speed 6 (forest walk) | Low-light vision |
| Immune disease, poison, sleep; Resist 5 fire | |
| Saving Throws +5 against charm effects | |
Traits
☼ The Danse Macabre ✦ Aura 5
Any undead or scarecrow ally that starts its turn within the aura gains +1 speed until the start of its next turn. Each living enemy that spends a healing surge within the aura is slowed until the end of its next turn.
Standard Actions
(⚔) Claws ✦ At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 2d6 + 9 damage.
✻ Harvest's Grasp (zone) ✦ Recharge when first bloodied
Attack: Area burst 2 within 10 (enemies in the burst); +12 vs. Reflex
Hit: The scarecrow slides the target 2 squares and the target is restrained (save ends).
✻ Hurl the Head of Fire (fire) ✦ Encounter
Requirement: The scarecrow must be bloodied.
Attack: Area burst 3 within 10 (creatures in the burst); +13 vs. AC
Hit: 2d6 damage + 3d6 fire damage, and ongoing 5 fire damage (save ends).
Aftereffect: The scarecrow takes 10 damage.
Special: After the scarecrow uses this power, it can no longer use jack o' lantern gaze.
Minor Actions
➶ Jack o' Lantern Gaze (fear) ✦ At-Will 1/round
Attack: Ranged 5 (one creature); +11 vs. Will
Hit: The target grants combat advantage until the start of the scarecrow's next turn.
Skills Acrobatics +14, Nature +13
Str 17 (+7) Dex 21 (+9) Wis 18 (+8)
Con 15 (+6) Int 16 (+7) Cha 17 (+7)
Alignment Unaligned Languages Common
Equipment: old pipe
Published in Dungeon Magazine 183.