This, is, Halloween!
Welcome to a special Pathfinder installment, where we dig into the darkness at the hearts of men, for the eve of scare. My choice of poison: Coulrophobia!
As such, I now give you an adaptation for Pathfinder, of the famous Clown himself, let’s give it up for Pennywise! (Note that this is very much a toned-down version of Pennywise, since in actual terms, he’d be closer to a Great Old One in terms of power, but let’s give our players a fighting chance at least).
“Beep, beep, Richie.”
Pennywise the Dancing Clown CR 10
The face of the clown was white, there were funny tufts of red hair on either side of his bald head, and there was a big clown-smile painted over his mouth.
XP 9,600
CE Medium aberration
Init +12; Senses darkvision 60 ft., lifesense, sense fear; Perception +7
DEFENSE
AC 23, touch 23, flat-footed 20 (+5 deflection, +8 Dex)
hp 127 (15d8)+60); Regeneration 10 (acid)
Fort +9, Ref +13, Will +14
DR 10/silver;
Weaknesses perception of reality (see Special Abilities below)
OFFENSE
Speed 50 ft.
Melee 2 claws +22 (1d8+7), bite +22 (1d8+7/x3)
Special Attacks deadlights, rend
Spell-Like Abilities (CL 15th; concentration +20)
Constant—sense fear
At will—alter self, ghost sound (DC 15), invisibility
7/day—phantasmal killer (DC 19), major image (DC 18)
3/day—confusion (DC 19), nightmare (DC 20), shapechange
1/day—insanity (DC 22)
1/year—wish (cannot use this for himself)
STATISTICS
Str 24, Dex 26, Con 19, Int 31, Wis 25, Cha 20
Base Atk +11; CMB +18; CMD 36
Feats Blood Feast, Chokehold, Combat Reflexes, Improved Critical (bite) Improved Grapple, Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claws)
Skills Bluff +20, Climb +25, Diplomacy +20, Disguise +20, Escape Artist +26, Intimidate +23, Knowledge (arcana) +28, Knowledge (history) +25, Knowledge (local) +25, Perception +25, Spellcraft +28, Stealth +26, Survival +25, Use Magic Device +20
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Infernal, Sylvan, Terran, Undercommon,
SQ perception of reality
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Deadlights (Su) causes a globe of searing radiance to explode silently in a 30 foot burst around you. All creatures in the globe are blinded and take 6d6 points of damage. Any living creature takes 15d6 points of damage instead as well as being blinded. A successful DC 19 Reflex save negates the blindness and reduces the damage by half. This save DC is Charisma-based.
Perception of Reality (Su) Pennywise lives by subverting reality to its own whims. As such it is equally susceptible to changes in perceived reality. As such, if a creature believes that a particular ability, material, or similar thing should be particularly effective against it, then Pennywise might be convinced that is the case as well. In order for this to work, a creature attacking Pennywise must succeed on a DC 25 Will save. Success indicated that Pennywise gains a weakness towards that individual using the perceived weakness and takes double damage from it. Any saves allowed are done at -4 for Pennywise.
DESCRIPTION
Pennywise is an eternal entity. After arriving, it would sleep for approximately 27 to 30 years at a time, then awaken to wreak chaos and feed (primarily on children’s fear). It is able to take many more forms and can embody anyone’s worst fear, something it does after observing its target from afar. Once it’s ready to strike, it does so, preferring solitary targets, but settling for groups if needed. Once it’s eaten its fill (a number of humanoids with equal HD to its own), it retires to its lair once more, to hibernate, though spikes of extreme fear might wake it early.
Kim Frandsen
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