A nighttime fright for Dragonbane RPG.

Straw Man

At first glance this monster appears as an ordinary scarecrow made of straw with a pumpkin for a head and a straw hat. The only thing that seems out of place are the muddy boots, sickle in one hand, large knife in the other.  
When/if it tries to communicate, the animate bundle of straw uses pantomime and a strange series of illusions on its pumpkin face. It can express Happy, Sad, Fear, Confusion, and Malevolent Hatred/Anger.

Resistance: None

Vulnerability: Fire does double damage. Subject to Banish/Purge.

Ferocity: 2              Size: Medium.
Movement: 10      Armor:  3  (Natural)          HP: 22
When slain the spirit inside the Straw Man must move to the nearest scarecrow, doll, or statue, UNLESS Banish or Purge is cast upon it.

Straw Man ATTACKS:

Roll 1d6:

1: Flailing Arms: Nearest creature is attacked with the Sickle and Hook for 2d8 Damage. May be Parried or Dodged.

2: Mad Cackling From Beyond: All creatures within 30 Meters must succeed on a WIL Roll or roll on the 1d8 Fear Table in the Dragonbane Core Rules for the effect.

3: Aggravated Slashing: Straw Man attacks the nearest creature with the Sickle for 2d8 Damage. May be Parried or Dodged.

4: Dance of Bewilderment: The face on the pumpkin changes amongst multiple emotions as the Straw Man dances about mockingly. All creatures within 30 meters who can see the dance must make a WIL or suffer the DAZED Condition.

5: Whirling Slashes: Straw Man spins about, attempting to slash up to 2 creatures within 10 meters for 1d8 damage. Can be Dodged or Parried.

6: Demoralizing Injury: The Straw Man buries its Hook hand into the nearest creature for 1d8 damage. This may be Dodged or Parried, ending the effect. However, if the attack is successful, the creature receives an additional 1d8 Damage and the Disheartened Condition (Roll another condition if already Disheartened.)

The affected creature may make a STR check to dislodge the hook in subsequent rounds. If still attached, the Straw Man can Move by making and opposed STR roll and dragging the hooked creature, dislodge the hook  and make its normal 1d6 random attack, or hack at the hooked victim for 1d8 damage. The hooked creature may make a Parry roll with a Bane to avoid the damage.

Fire damage causes the Straw Man to immediately flee from the source of flame. It goes out of its way to avoid lit torches, campfires, houses with hearth fires lit, etc.

“Whimsical yet entirely malevolent. Yeesh.” — Plucky Pato, the Plunderer

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.