b'Hitched Scarecrow \n'b'  Medium   construct ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  84 (13d8 + 26)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX:  9 (-1)  CON:  15 (+2)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned , unconscious  Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Eerie Presence . A creature that starts its turn within 40 feet of a scarecrow, and can see it, must succeed on a DC 14  Wisdom  saving throw, or be overcome with a magical uneasiness until the start of its next turn. While under this effect, the creature has disadvantage on  attack  rolls and ability checks. A creature that is immune to being  frightened  is immune to the scarecrow\xe2\x80\x99s Eerie Presence. Similarly, a creature that has advantage on saving throws against being  frightened  has advantage on its saving throws against the scarecrow\xe2\x80\x99s Eerie Presence. \n'b'  False Appearance . While the scarecrow remains motionless, it is indistinguishable from a mundane scarecrow. \n'b'  Actions \n'b'   Mind Rend . The scarecrow magically fills the mind of a creature it can see, within 60 feet, with nightmarish visions that rend its psyche. The target must succeed on a DC 14  Wisdom  saving throw, or take 27 (6d8) psychic damage. \n'b'  Terrify (Recharge 5-6) . The scarecrow emits a magical wave of terror. Creatures within 40 feet of the scarecrow must succeed on a DC 14  Wisdom  saving throw, or be  frightened  for 1 minute. A creature that is under the effect of any scarecrow\xe2\x80\x99s Eerie Presence has disadvantage on the saving throw. On its turn, a  frightened  creature must take the  Dash  action to move as far away as possible from the scarecrow. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.'