Maybe it was because I grew up in the Mid-west. Or maybe because it was because of the Scarecrow in the Wizard of Oz. But I think it was more due to this cardboard Scarecrow Halloween decoration we had hanging in my bedroom. The thing scared me at first, but soon it came to mean Halloween for me. This would have been in the years 1974 to 1976.
Since then scarecrows have been as much as a part of Halloween as witches, black cats, and vampires.
So it is natural in my mind that witches are the ones to animate scarecrows to do their bidding.
Razzle dazzle drazzle drone.
Time for this one to come home.
Time for this one to come home.
Razzle dazzle drazzle die.
Time for this one to come alive!
Time for this one to come alive!
- Parchment found near a risen scarecrow
Scarecrows are basic guardians similar to druthers, but not nearly as powerful. Like mundane scarecrows, their bodies are made of straw and cloth. They stumble clumsily about their assigned area and attack most anything that wanders through it. Some scarecrows are bound to a post and use their paralyzing (fear) gaze to imprison any trespassers.
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
Paralyzing Gaze: Anyone that meets the gaze of a scarecrow must make a saving throw vs. Paralysis or be paralyzed for 1d4+1 rounds.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrow Guardians are extremely vulnerable to attacks from fire. They take double damage from all fire attacks.
In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items. A scarecrow on fire receives 2d6 damage each round (do not double this damage).
Scarecrow
(Labyrinth Lord, Pumpkin Spice Editon)
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 9
Hit Dice: 3d8 (13 hp)
Attacks: 1 (slam) + Paralyzing Gaze
Damage: 1d6
Save: F3
Morale: 12
Hoard Class: None
XP: 65
Scarecrow
(Blueholme Journeymanne Rules)
AC: 9
HD: 3d8
Move: 60
Attacks: 1 slam (1d6) + Paralyzing Gaze
Alignment: N
Treasure: None
XP: 50
Scarecrow
(Old-School Essentials)
A patchwork collection of old clothes, straw and a pumpkin for a head.
AC 9 [10], HD 3 (13hp), Att 1 slam (1d6) + Paralyzing Gaze, THAC0 17 [+3], MV 60’ (20’), SV SV D12 W13 P14 B15 S16 (3), ML 12, AL Neutral, XP 50, NA 1 (1), TT None
▶ Paralyzing Gaze: Save
▶ Fire Vulnerability: Because of their straw bodies, Scarecrow Guardians are extremely vulnerable to attacks from fire. They take double damage from all fire attacks.
▶ Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Animate Scarecrow (Ritual)
Level: Witch Ritual 3
Ritual Requirements: The witch and an hour-long ritual. Additional witches may be included.
Range: One scarecrow
Duration: One year plus one day per combined witch levels.
The witch must prepare the scarecrow's body out of hay, straw and old clothes. This should take at least an hour or two to gather materials and make the body. Longer times are needed for more complex scarecrows, but never more than three hours. Successful casting means the scarecrow is animated and will respond to the witch's commands.
Material Components: The creation of a scarecrow's body and an hour-long ritual. The witch includes three strands of her own hair to link the scarecrow to her. If more than one witch contributes to the construction of the scarecrow then each has to contribute a strand of hair.