b'Scarecrow Colossus \n'b'  Huge   construct ,  chaotic evil  \n'b'  Armor Class  12 (natural armor)  Hit Points  104 (11d12 + 33)  Speed  40 ft.\n'b' STATS STR: 20 (+5) DEX:  10 (+0)  CON:  16 (+3)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Con +6  Damage Vulnerabilities  fire  Damage Immunities  poison  Condition Immunities  charmed, exhaustion, paralyzed, petrified, poisoned, stunned  Senses  darkvision 60 ft., passive Perception 10  Languages  understands the languages of its creator but cannot speak  Challenge  6 (2300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Unusual Nature . The scarecrow colossus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The colossus makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 18 (3d8 + 5) bludgeoning damage. \n'b'  Terrifying Screech (Recharge 5\xe2\x80\x936) . The scarecrow emits a screech in a 30-foot cone. Creatures within the cone must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the scarecrow colossus\xe2\x80\x99s next turn. A frightened creature is paralyzed. \n'b'\n'b' REACTIONS \n'b'\n'b'  Detach Minion . When the scarecrow colossus takes damage, it can use its reaction to split off damaged parts of its body into individual creatures. For every 5 points of damage, the scarecrow colossus creates one scarecrow minion in an unoccupied space within 10 feet of it. \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.'