Armor Class
12
Clapperclaw the Scarecrow
Small Construct · Lawful Neutral
Hit Points
14 (4d6)
Speed
Walk 25 ft.
CR
1/2
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.