Slenderman (3.5e Monster)
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|Hit Dice:||15d8+150 (217 hp)|
|Armor Class:||27 (+7 deflection, +11 dex, -1 size), touch 27, flat-footed 16 (Improved Uncanny Dodge)|
|Attack:||Slam +25 melee (1d8+8 plus grab, 20/x2) or Tentacle +23 melee (1d6+4 plus grab, 20/x2)|
|Full Attack:||Two Slams +25 melee (1d8+8 plus grab, 20/x2) or Four Tentacles +23 melee (1d6+4 plus grab, 20/x2)|
|Space/Reach:||10 ft./10 ft. (20 ft. tentacles)|
|Special Attacks:||Aura of Fear (DC 24), Constrict, Nonlethal Blow, Spell-Like Abilities, Superior Grab|
|Special Qualities:||Blindsight 120 ft., Darkvision 60 ft, DR 30/magic, Empathy, Flicker Step, Forgettable Face, Immunities, Improved Uncanny Dodge, Silent Stalker, Unreal Image|
|Saves:||Fort +19, Ref +20, Will +15|
|Abilities:||Str 26, Dex 32, Con 30, Int 23, Wis 19, Cha 25|
|Skills:||Balance +29, Concentration +28, Disguise +25, Escape Artist +29, Forgery +18, Hide +29, Intimidate +25, Knowledge (the planes) +24, Listen +22, Open Lock +18, Search +24, Sense Motive +22, Sleight of Hand +29, Spot +22|
|Feats:||DarkstalkerLoMB, Weapon FinesseB, Combat Reflexes, Multiattack, Combat Expertise, Improved Trip, Improved Disarm, Iron Will|
|Environment:||Any, especially near your children|
|Organization:||Solitary, we hope|
|Advancement:||By character class|
Did you just see it? Over there, in the woods. It looks like a...
There is a legend of a creature which poses itself as human. A man, barely, dressed in blackest suit and tie. "His" body is gaunt and stretched, his skin pale and bloodless, his face without emotion... or features. Its arms are said to stretch unnaturally, sometimes branching as if the growth of some abhorrent root taking place in the world. Unspeaking and unfeeling, it has been spotted in the fogs of the forest and the mists of urban streets at night. Those that spot the faceless creature soon grow paranoid, for it stalks, it hunts, it waits.
Perhaps worst of all, slenderman seems to prefer the hunt for the young. They are easiest to sway, to guide into the forests and allies. From there the child is grabbed and abducted to the unknown plane which the creature sleeps. The lucky ones are never seen again, but rarely a child comes back. For the sake of humanity, kill any which do.
Slenderman is not known to speak but seems to understand all languages. It ranges from 7 to 12 feet tall, is of unknown weight, and devoid of scent or sound.
Slenderman, in spite of his superhuman abilities, prefers to prey on the weak (especially children) and act in a subtle manner. It will stalk, it will hide, and it will avoid direct confrontation whenever possible save when someone is interfering with its hunt. The slenderman will either drive the opponent off in fear, or attempt to abduct them as well. This isn't to say the slenderman isn't willing to kill, it certainly can and does. However, if it thinks it can kidnap or terrify it shall.
Slenderman's tentacle attacks have reach. Unlike normal weapons with reach, it can be used against an adjacent foe.
If slenderman is ever slain, its form dissolves, leaving nothing more than an unnaturally sized black suit.
Aura of Fear (Su): Slenderman can radiate a 20-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same slenderman’s aura for 24 hours. The save DC is Charisma-based.
Constrict (Ex): On a successful grapple check, slenderman deals 1d6+4 points of damage.
Empathy (Su): The slenderman is not known for talking, and doesn't speak telepathically either. However it has an empathic ability which allows it to project basic desires and intent to others in 100 feet. It often does this as a lure to get children to follow it, or to unnerve adults to seek it. It also grants a +4 bonus on sense motive checks made to any creature susceptible to mind-affecting effects. This bonus is not included above.
Flicker Step (Su): The slenderman is not part of this world and moves in indecipherable ways. The slenderman can choose to teleport anywhere within its movement speed as a move action, without provoking attacks of opportunity. Its body flickers unnaturally from place to place as it does this.
In addition if unobserved besides any currently grappled victims it can take a 1 round action to plane shift at will.
Forgettable Face (Ex): As an alien being, the slenderman is difficult for most mortals to comprehend, much less remember. If the slenderman is within sight range of a creature and moves out of its sight range, the mortal must make a Will save (DC 24) or lose all memories of the slenderman and its actions apart from a vague memory of its form.
For example, if two people were fighting a slenderman and it grappled one and used Flicker Step to move away out of sight, the remaining creature would be unable to remember how their companion was taken if they failed their will save, and only be left with a vague memory of the form of the slenderman.
Immunities (Ex): Slenderman is immune to ability damage, ability drain, blindness, deafness, death, disease, energy drain, gaze attacks, petrification, poison, and polymorphing.
Nonlethal Blow (Ex): Slenderman often takes down its victims non-lethally. As a free action slenderman can give any of its attacks the merciful enchantment, dealing nonlethal damage without penalty plus an additional +1d6 points of nonlethal damage.
Silent Stalker (Ex): Slenderman seems disconnected, floating an inch off the ground even while walking. It ignores difficult terrain, and never makes a sound as if under the effect of silence. This applies to anything in contact with slenderman such as doors and those it grapples.
Spell-Like Abilities (Sp): At will- darkness, detect thoughts (DC 19), doom (DC 18), fog cloud, Gentle Repose, ghost sound (DC 17), hypnotism (DC 18), invisibility, spider climb; 3/day- bestow curse (DC 21), entangle, greater dispel magic, hallucinatory terrain (DC 21), phantasmal killer (DC 21), ray of enfeeblement, spike growth (DC 20), warp wood (DC 19); 1/day- repulsion (DC 24), scrying. Caster level 15th. The save DC is Charisma-based.
Superior Grab (Ex): To use this ability, the slenderman must hit with a a slam or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It is so good at it it can partly bypass the effect of freedom of movement, though those affected gain a +8 bonus on their check.
Unreal Image (Ex): The slenderman is part of another, terrifying world. As a result, the slenderman has a 20% miss chance at all times, even against magic. This miss chance is only bypassed by effects which pass into another plane (such as a ghost touch weapon), though which plane the slenderman is bound to is uncertain.
The unreal nature also makes the slenderman's appearance seem fluid and ever-changing, leading to reports that it is simply a pale-faced and unusually humanoid in a business suit, to a faceless abomination with tentacles and branching tree-like arms. All of these forms are equally true and equally terrible. Left uncontrolled, the slenderman looks different every time, but as a standard action it can assume a form as if using disguise self. It often uses this power to draw close to people. However, even in its most humanoid form it never seems natural.