Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a -2 circumstance penalty to this save.
Ability
Baleful Glow
(concentrate, mental, occult) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes flat-footed against the scarecrow for 1 round. It can suppress the light by using this action again.
Ability
Clawing Fear
The scarecrow's strikes deal an additional 1d6 mental damage to frightened creatures.
Ability
Critical Failure
As failure, but frightened 3.
Ability
Critical Success
The creature is unaffected and is then temporarily immune for 24 hours.
Ability
Failure
The creature is frightened 2 and is fascinated by the scarecrow until the end of its next turn.
Ability
Mundane Appearance
(concentrate) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow.
Ability
Scarecrow's Leer
(aura, emotion, fear, mental, occult, visual) 40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its frightened condition below 1 as long as it is in the aura's emanation.
Ability
Success
The creature is frightened 1.
Offense
Melee
Circumstance: combat round (melee)
claw +13 [+8/+3] (versatile S), Damage 2d6+7 bludgeoning plus clawing fear
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 5 (except slashing)
Weakness
fire 5