Shapechanger. Pennywise can use ITs action to polymorph into a Small or Medium creature. ITs statistics, other than ITs size, are the same in each form.
Phantasmal Vision. Pennywise can cast phantasmal force at will. The phantasm is not restricted to the size of a 10-foot cube.
Selective Invisibility. Pennywise can use ITs action to become invisible. IT can choose any number of targets to be able to see IT or ITs phantasmal force.
Regeneration. Pennywise regains 20 hit points at the start of its turn if it has at least 1 hit point. If IT takes psychic damage, this trait doesn't function at the start of ITs next turn.
Innate Spellcasting. Pennywise can cast spells. Any damage caused by ITs spells is psychic damage, instead of the designated type. ITs spellcasting ability is Charisma, Spell Save DC 18, Spell Attack Bonus +10. ITs known spells are listed below.
Voracious Hunter. Pennywise has advantage on all Constitution saving throws to maintain concentration.
27 Years. Pennywise cannot be killed, unless by a wish spell. If brought to 0 hit points in another way, IT will hibernate for 27 years before returning.
Spell List: Pennywise has following spells prepared:
Cantrips (at will): [Friends], [Minor Illusion], [ Prestidigitation], [Thaumaturgy], [Vicious Mockery]
1st level (4 slots): [Charm Person], [Inflict Wounds], [Tasha's Hideous Laughter]
2nd level (3 slots): [Crown of Madness], [Enthrall], [Hold Person], [Levitate]
3rd level (3 slots): [Fear], [Hypnotic Pattern], [Vampiric Touch]
4th level (3 slots): [Compulsion], [Phantasmal Killer], [Confusion]
5th level (2 slots): [Dream], [Geas]
Multiattack. Pennywise makes two attacks, only one of which can be a bite attack. Any spellcasting cannot be used as part of the multiattack.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (1d8 + 3) slashing damage. Instead of dealing damage, Pennywise can grapple the target (escape DC 19).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage plus 10 (3d6) psychic damage. The target's maximum hit points is reduced by half the psychic damage dealt.
Pennywise can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Pennywise regains spent legendary actions at the start of its turn.
Bite. (Costs 2 Actions). Pennywise makes one bite attack.
Claw. Pennywise makes one claw attack.
Move. Pennywise moves up to ITs speed without provoking opportunity attacks.
Teleport. Pennywise casts dimension door.
Description
Pennywise the Dancing clown is just one shape of many for this inter dimensional shapeshifter, although it is its favorite form as so many people place unnecessary trust in clown when they shouldn't. Pennywise loves to play with his food before consuming it and will often attack them many times with out actually killing them to instill them with terror and misery. Many people in the city of Filogaurd often ignore the killing spree of it in a hopes that it won't choose them and then let IT slumber for the next 27 years letting the city prosper and grow again before IT needs to feed again.
Lair and Lair Actions
Pennywise has created his lair down in the labyrinth like sewer system that is located underneath the City. This allows him easy access to all locations in the city. The very tunnels themselves has slowly attuned to him of the years of him living there, they give off a radiating presence of fear that stops many people wandering them, unless the clown wishes otherwise.
Lair Actions
On initiative count 20 (losing initiative ties), the Pennywise takes a lair action to cause one of the following effects; Pennywise can’t use the same effect two rounds in a row:
- Flood the tunnel: DC of 14, if failed PC gets washed back 30 ft and knocked prone.
- Congested tunnel; tunnel becomes difficult terrain for next 1 minute.
- Perception checks have disadvantage for the next 1 minute.
Regional Effects
The region containing a legendary Pennywise’s lair is Corrupted with fear and ignorence, which creates one or more of the following effects:
- If attacked in the streets by creatures the townsfolk will likely not help you in anyway. No matter what.
- The closer the PC's are to the lair of Penny wise the hard time they will have sleeping. Therefore if they attempt to achieve a long rest they instead have a number of short rest to past that time.
If the Pennywise dies, these effects fade over the course of 7 days.
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Posted Dec 19, 2018This has been based off another homebrew. Link found here https://homebrewery.naturalcrit.com/share/SJiRdOKTW . I have buffed him a bit for my campaign. Any tips or rework ideas are welcome.
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Posted Aug 14, 2019I tried making my own version of Pennywise but i have to say i was nowhere as detailed as you are. As my mind jusy went blank. May i suggest adding the deadlights as a legendary action, maybe it can only do it once every 5 rounds or only while above “x” HP?
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Posted Aug 14, 2019I have a feeling if it was a legendary action it might become a bit broken. But i'll give it some thought.
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Posted Aug 15, 2019It could make the PC become paralysed unless they roll a high wisdom save otherwise they are unable to take turns until someone breaks them from the “trance” by rolling a high wisdom save. Or until Pennywise is defeated. Maybe it would have to build up over time, say it has to do “x” amount of damage? Then if he uses the deadlights on his next turn the save DC will be lower than if he uses it later on??
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Posted Oct 24, 2019This is awesome! Can you do the losers club? Each member?
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Posted Oct 24, 2019I wasn't planning on it. As I am using an updated version of this in one of my later campaigns. But I might think about doing it in the future at some point.