Clapperclaw the Scarecrow

Small Construct, Lawful Neutral

STR
14 (+2)
DEX
13 (+1)
CON
11 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Unusual Nature.

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

Actions

Claws.

Melee Weapon Attack: +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.

Bonus Actions

Unsettling Presence (Recharge 6).

Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.

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Clapperclaw the Scarecrow

Source: The Wild Beyond the Witchlight, p. 78 - Licenses and attribution