b'Scarecrow Minion \n'b'  Medium   construct ,  chaotic evil  \n'b'  Armor Class  11 Hit Points 36 (8d8)  Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  13 (+1)  CON:  11 (+0)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  fire  Damage Immunities  poison  Condition Immunities  charmed, exhaustion, paralyzed, petrified, poisoned, stunned  Senses  darkvision 60 ft., passive Perception 10  Languages  \xe2\x80\x94  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Unusual Nature . The scarecrow minion doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  False Appearance . If the scarecrow minion is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the scarecrow move or act, it is indistinguishable from an ordinary, inanimate scarecrow. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The scarecrow makes two Claw attacks. \n'b'  Claw .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow minion\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The scarecrow colossus is an aberrant version of the scarecrow, produced when the ritual to create one goes awry. Whether the mage performing the ritual makes a mistake, or wild magic causes a sudden surge in power, or another individual causes some interference, the outcome is the same: a volatile entity comes into being and becomes more dangerous every day it goes unchecked.'