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Monster

Clapperclaw the Scarecrow

Small Construct · Lawful Neutral

The Wild Beyond the Witchlight Page 78
Armor Class 12
Hit Points 14 (4d6)
Speed Walk 25 ft.
CR 1/2
STR 14 +2
DEX 13 +1
CON 11 +0
INT 7 -2
WIS 10 +0
CHA 10 +0

Traits

Unusual Nature

Clapperclaw doesn't require air, food, drink, or sleep.

Actions

Claws

Melee Weapon Attack +5 to hit, reach 5 ft., one target. 7 () Slashing damage.

Stuffing

Clapperclaw stuffs straw or other dead plant matter into itself and regains hit points. Roll a ; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.

Bonus Actions

Unsettling Presence Recharge 6

Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically until the end of Clapperclaw's next turn.
Confirmation

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