Hellfire Scarecrow (3.5e Monster)
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|Hit Dice:||8d12 (52 hp)|
|Speed:||0 ft., Fly 20 ft. (poor)|
|Armor Class:||16 (+2 Dex, +4 Natural), touch , flat-footed|
|Attack:||Claw +8 melee (1d6+5 + 1d6 hellfire) or Hellfire Bolt +6 ranged touch (4d6)|
|Full Attack:||2 Claws +7 melee (1d6+5 +1d6 hellfire)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Dark Breath, Hellfire Bolt, Hellfire Grasp|
|Special Qualities:||Constructed, DR 5/Good, Fast Healing 1, Immunity to Fire, Undead Trait|
|Saves:||Fort +2, Ref +4, Will +7|
|Abilities:||Str 16, Dex 14, Con —, Int 6, Wis 13, Cha 18|
|Skills:||Disguise +10 (+30), Intimidate +10|
|Feats:||Improved GrappleB, Improved Initiative, Weapon Focus (Claw), Ability Focus (Dark Breath)|
|Organization:||Solitary or Slaughter Field (2-20)|
|Alignment:||Always Chaotic Evil|
|Advancement:||9-12 HD (Medium), 13-16 HD (Large)|
There is something wrong with that scarecrow...
A terrible necromantic abomination, a hellfire scarecrow is an undead construct from fabric, human skin, bones and odds bit of fabric and stuffed with wicks. These terrible creatures, when animate seem to be pouring black flames from it mouth and eyes.
While normally immobile a hellfire scarecrow can unfold two large bat wings made of material and flesh from it back, allowing to fly to move.
Constructed (Ex): A hellfire scarecrow is made of fabric, human skin, bones and wicks. It gain bonus hit point as a construct of it size and gain a +20 bonus on Disguise check to appears as a inanimate scarecrow, this bonus only apply against creature 30 feet or farther.
Dark Breath (Su): As a standard action, a hellfire scarecrow can breath a 30 ft-cone of hot embers, dark smoke and darkness. Any creature caught in it take 6d6 hellfire damage, a successful DC 20 Reflex save halves the damages. The breath leave a cloud of inky darkness which behave as both the blacklight and fog cloud except it cover the area of the breath weapon and last for 1d4 round. A creature which start it turn in the cloud must make a DC 20 Fortitude save or blinded and nauseated for 1 round. Once used a Hellfire Scarecrow must wait 1d4 round before using it again.
Hellfire Bolt (Su): A hellfire scarecrow is able to project a bolt of hellfire as a standard action, making a ranged touch attack within 120 feet. If it successfully strike a creature with it hellfire bolt, it deal 4d6 hellfire damage.
Hellfire Grasp (Su): A hellfire scarecrow is covered in hellfire and thus deal 1d6 hellfire damage on any successful claw hit. If a creature is grappling with the hellfire scarecrow it take 2d6 points of hellfire damage at the start of each of it turn.