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It, also known as Pennywise the Dancing Clown or Bob Gray Solitary, Stealthy, Magical, Intelligent, Planar, Terrifying Claws or Bite (d12 damage) 12 HP 0 armor Close Special Qualities: Shapeshifter, Charms, Regenerates and can only be killed by magic or magical weapon A monster of unknown origins, It originated before the creation of the universe itself in a dimension that is referred to as the "Macroverse"; the true form of It is a mass of destructive orange lights known as the "deadlights". It usually takes the form of a clown named Pennywise, which It uses as a decoy when stalking a child. It takes the form of a monstrous black spider in its home under the sewers, where It is revealed to be pregnant.The monster arrived on Earth in the form of an asteroid during prehistory. It awoke, fed on the settlers, and started a cycle of hibernation, in which It would sleep for almost three decades and be awake for approximately two years. Every time its hibernation stage finished, events of extreme violence happened. To feed on its prey, It transforms into the shape of whatever the victim most fears. Instilling this fear, the creature informs readers, is the equivalent of "salting the meat". It could feed on adults just as easily as children, but it preferred children because their fears were easier to embody into a single shape, making hunting easier.It has a variety of powers that include the ability to shapeshift, manipulate, regenerate and go unnoticed by adults. Coming face to face with the deadlights true form drives any living being instantly insane, and may only be killed by magic or magic weapons. Custom Move: If IT assumes its true form roll +Wisdom; 10+ your O.K.; 7-9 take -1 forward on all rolls directed against IT from now on and if 6 or less you are insane and flee gibbering until you next make camp. Instinct: Consumes fearful children
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Moon Baby Solitary, Magical, Stealthy, Planar, Terrifying Silver knife (d10 damage) 16 HP 4 armor Close, Far Special Qualities: Incomplete and hideous, Normal weapons cannot harm it; Any non-magical object striking it becomes a watery reflection and splashes to the floor. Identical in appearance to its summoner, but hollow and inside out, with the near side always invisible. It makes a ceramic click on stone floors as it walks, and is a profoundly unsettling sight.What it wants, however, is to give clairvoyant visions. Anyone who accepts a vision from the Moon Baby sees a plausible but false vision, a creation of the Moon Baby. From that moment on, the Moon Baby can see out of the recipient’s eyes. The Moon Baby’s alien mind allows it to integrate this sight from everyone it has ever bestowed a vision upon.The Moon Baby attacks with a silvered knife; it can inflict cuts at any range and always on the far side of the target.If the Moon Baby locks eyes and kisses a being with magical powers, they too are instantly replaced by a Moon Baby version of themselves, loyal to the Moon Baby. Victims will be sent to another plane of existence.Normal weapons cannot harm it; any object striking it becomes a watery reflection and splashes to the floor.. A hit by a Carcosan Spire will kill a Moon Baby. Dungeon World creature inspired by Michael Prescott's 'The Moon is Mine" adventure location. See http://blog.trilemma.com ***Special Move: If magic targets the Moon Baby, roll a d4. On a 1, the effect is reversed (fire becomes ice, harming spells heal, etc.).On a 2 or 3, the effect is reflected back toward the caster. On a 4, both. Instinct: Corrupts
- Decieves
- False prophet
- Can teleport victim with a kiss
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Brass Soldier Solitary, Construct Grab (w[2d10+2] damage) 6 HP 3 armor Close, Forceful Special Qualities: Magical construct, Regenerate Moving at one eighth normal speed, these solid metal statues are easily avoided by retreating, but in tight quarters(or when attacked with short weapons, pushed, or rushed past) they attempt to grab limbs or clothing.Patrolling brass soldiers will not kill except in defense (i.e. against melting or drilling),but seek to drag whomever they grab to a jail of some sort. Their master generally controls them by some sort of magical device. Nearly impervious to harm (especially electricity), they only ‘die’ if their silver hearts are bored into or melted. Dungeon World creature inspired by Michael Prescott's 'The Moon is Mine" adventure location. See http://blog.trilemma.com Instinct: Obey
- Grip
- Patrol
- Imprison
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Undead Troll Solitary, Devious, Terrifying Talons (d8 damage) 12 HP 1 armor Close Special Qualities: Regenerates all damage except acid and fire, Touch causes paralysis in non-elves Actually a rare form of ghoul; an undead troll is a troll victim of ghoul attack that arises after death as an undead monster that can only be "slain" by fire or acid. Undead trolls do hate sunlight which causes them great pain and suffering without killing them. A single monster has been known to devour a whole village in the course of an evening. Reasonably intact victims of an undead troll will arise after death as ghouls. Instinct: Devour the living!
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Lovecraft Deep One Group, Intelligent, Planar, Amphibious Talons (d8 damage) 6 HP 2 armor Close The Deep Ones are creatures in the Cthulhu Mythos of H.P. Lovecraft. They made their debut in Lovecraft's 1931 novella "The Shadow Over Innsmouth". They are described as being an ocean-dwelling race, as evidenced by their name, with an affinity for mating with humans. The Deep Ones are humanoid beings with fish, human, and amphibian-like traits. In The Shadow Over Innsmouth they are described as having grey-ish green, glossy and slippery skin with white stomachs. They have scaled, ridged backs, as well as webbed hands and gilled necks. Notably, they have a head similar to that of a fish, with eyes incapable of blinking. They move about in an inhuman fashion, by hopping oddly, and occasionally move on all fours. The narrator, Robert Olmstead, describes them as having abhorrent, croaking voices that spoke a language other than English. As part of their pact with the Deep Ones, many Cthulhu cultists are forced to interbreed with them. Although the Deep One hybrid offspring are born with the appearance of a normal human being, they gradually assume the appearance of their Deep One ancestors. These traits ("The Innsmouth Look") include: shrunken/nonexistent ears, glassy, bulging, unblinking eyes, narrow, hairless head, rubbery, blue-gray skin, folds on the neck which eventually become functional gills, and webbing between fingers. When the hybrid becomes too obviously non-human, they go into seclusion in ostensibly abandoned buildings until fully capable of living solely underwater. The rate of progression varies with each individual, however it normally does not reach completion until the human middle age. Once this transformation is complete they are also functionally immortal. Apart from the physical change they also feel a scorn for humanity, an affinity for the Non-euclidean artwork of the Deep One race, and an increasingly powerful desire to abandon the human world and go to a Deep One city beneath the waves. Instinct: Corrupts
- Enslaves
- Cthulhu Servant Race
- Alien and Evil
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Star Trek Gorn Solitary, Planar Pummel (d12+2 damage) 12 HP 2 armor Close, Forceful The Gorn are a fictional extraterrestrial humanoid reptilian species in the American science fiction franchise Star Trek. They first appear in the original series episode, "Arena" and are hostile to humans; this may be due to in-universe territorial disputes as to which planets can be colonized by which species. Gorn were a cold-blooded, reptilian species with green, rubbery skin, red blood and an average height of approximately two meters. They tended to be many times stronger than most humanoids, albeit slower and less agile but with greater stamina and, like most cold-blooded species, preferred warmer temperatures. The Gorn's first contact with the prime reality Federation took place in 2267, when the Gorn attacked a Federation colony on Cestus III. The Gorn saw the strike as a preemptive move, since they regarded the Cestus system as part of their territory. The USS Enterprise pursued a Gorn starship from Cestus III into a previously unexplored region of the galaxy, near 2466 PM. There, both starships were immobilized by the Metrons, who transported James T. Kirk and the Gorn captain to a planet's surface, where the two captains were instructed to settle their differences in a "contest... of ingenuity against ingenuity, brute strength against brute strength." Although the Gorn captain was physically stronger than Kirk, Kirk was able to construct makeshift cannon out of materials on the planet's surface and defeat the Gorn. When Kirk showed mercy to his defeated opponent, the Metrons sent both captains back to their respective ships and transported the Enterprise out of the area. (Star Trek Episode: "Arena") Instinct: Dominate
- Attack invaders!
- Alien Lifeform
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Amazons Group, Cautious Arrows (b[2d8] damage) 6 HP 3 armor Close, Near In Greek mythology, the Amazons were a tribe of women warriors.Classicist Peter Walcot wrote, "Wherever the Amazons are located by the Greeks, whether it is somewhere along the Black Sea in the distant north-east, or in Libya in the furthest south, it is always beyond the confines of the civilized world. The Amazons exist outside the range of normal human experience." These Amazons are based on J.E. Holmes "Maze of Peril" version, noble female warrior enemies of the evil Cult of Dagon(Cthulhu) and able mariners. Instinct: Destroy the Cult of Dagon (Cthulhu)
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Reanimated Corpse Group, Construct Pummels (b[2d8] damage) 6 HP 0 armor Close Special Qualities: Electrical damage heals, Undead Stolen bits and pieces in the night. Graveyards stealthily uprooted and maybe tonight an arm, a leg, another head (the last one came apart too soon). Even the humblest alchemist can make do with what he can and, with a little electricity, well—it's not only the gods that can make unlife, hmm? Instinct: Smash
- Obey creator
- Longs for friend
- Smash!
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Villagers with Torches Solitary, Large, Organized, Horde Pitchforks (d8 damage) 16 HP 0 armor Special Qualities: Will burn buildings A mob of angry villagers that will murder anything that crosses their path. Instinct: Destroy
- Burn all!
- Express insane rage
- Will dissolve if suffers serious damage
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Mad Alchemist Solitary, Magical, Hoarder Throw vials of acid (w[2d10] damage) 12 HP 0 armor Close, Ignores Armor, Near The Mad Alchemist is a ruthless, cold aristocrat who lives in ruined castle. He brutally murders people to get body parts for his creations. Once he creates a monster, the Mad Alchemist uses it to kill people who get in his way. Instinct: Play God
- Create Monsters
- Master of Alchemy