Clapperclaw the Scarecrow

(The Wild Beyond the Witchlight)

Small construct, Lawful Neutral

Armor Class12 (natural armor)
Hit Points14 (4d6)
Speed25 ft.
STRDEXCONINTWISCHA
14 (+2) 13 (+1) 11 (+0) 7 (-2) 10 (+0) 10 (+0)
Saving Throws—
SkillsStealth +3, Survival +2
Damage Vulnerabilitiesfire
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiescharmed; exhaustion; frightened; paralyzed; poisoned; unconscious
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon, Sylvan
Challenge1/2

Traits

Unusual Nature.

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

Actions

Claws.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Stuffing.

Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; 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.