Harvest King Scarecrow - Monsters

Harvest King Scarecrow
Medium shadow animate (construct)
Level 8 Controller (Leader) XP 350

HP 87; Bloodied 43Initiative +9
AC 22, Fortitude 18, Reflex 23, Will 19Perception+8
Speed 6 (forest walk)Low-light vision
Immune disease, poison, sleep; Resist 5 fire
Saving Throws +5 against charm effects

Traits

The Danse MacabreAura 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

(⚔) ClawsAt-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.