Slenderman (3.5e Creature)

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Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 12D8+12 (60 hp)
Initiative: +10
Speed: 20 Ft.
Armor Class: 21 (10 +6dex +5natural), touch 16, flat-footed 15
Base Attack/Grapple: +12/+16
Attack: 8 Tentacles, +16 1d6+4, or Teleportation
Full Attack: 8 Tentacles, +16 1d6+4, or Teleportation
Space/Reach: 5 ft/5 ft.
Special Attacks: Spell-like abilities, Teleportation
Special Qualities: Darkvision 90 ft., Spell Resistance 18, Frightful Presence, Outsider traits
Saves: Fort 8, Ref 14, Will 8
Abilities: Str 19, Dex 22, Con 10, Int 17, Wis 11, Cha 8
Skills: +4 Balance, -10 Swim, +8 Sleight of Hand, +10 Move Silently*, +18 Hide*, +8 Sense Motive
Feats: Improved Toughness, Multi-attack, Improved Natural Attack, Weapon finesse, Improved Initiative
Environment: Deep Forests, Ruins, and The Obsidian Towers of Ranaslak, path of black leaves
Organization: Always Alone, Except For the Obsidian Towers of Ranaslak
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: -

The creature looks on with its featureless face, a red tie visible in the crest of its crisp black suit. It looks almost humanoid in shape, but its arms and legs stretch far too long. Tentacles sprout from its back and wave slowly as the Slenderman stands motionless.


Dark Vision (Ex) The Slenderman can see in the dark up to 90 feet. Its Darkvision is black and white only, but it is otherwise like normal sight, and the Slenderman can function just fine with no light at all.

Frightful Presence (Su) The Slenderman is so terrifying in nature that any creature who has fewer HD than the Slenderman that looks at him must pass a DC 19 Will save. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. If a creature saves successfully, they are not affected by the Slenderman’s Frightful presence for 24 hours.

Teleportation (Sp) Once per day, with a successful Touch attack, the Slenderman can transport its target up to one mile to a secluded, wooded area. The target cannot appear in an area that would be hazardous; over a ravine, for instance. The Slenderman will usually leave other combatants to stalk and eventually attack this person.


Sometimes, mortals are born with an extra, mutated gene called the "X-gene" by the few scholars aware of it, for lack of a better term, if nothing else. Other times, it can simply form after an individual experiences certain events in his life. Their ability to heal almost any injury within minutes or even seconds, resist the passage of time and their mental and physical superiority over most ordinary members of their species and other benefits of their condition often makes them legendary figures among their kind. However, they are just as likely to be ostracized, envied and feared for their abilities, especially in primitive or particularly insular societies, and in such cases, those with the X-gene tend to live reclusively. Primitive cultures may even see those gifted with the X-gene to be minor gods or spirits, while others may revile them as demons or bad omens. Spell-Like Abilities: At will—cause fear, greater teleport (self plus 50 pounds of objects only); 3/day—confusion, eyebite; 1/day—insanity. Caster level 12th.
The save DCs are Intellegence-based.

‘’’Skills’’’ When in a heavily wooded area, the Slenderman recives a +10 to all Hide and Move Silently checks.

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