| Zifendel |
First time posting on pretty much any kind of forum, so please forgive me if it’s terrible. I’ll try to keep things neat so it all works. I just wanted to get thoughts on a recurring Slenderman monster I wanted to put into my campaign. This is not meant to be an unkillable creature, but it is certainly meant to be extremely difficult for all but those that are prepared for the fight. Think Dark Souls optional boss that sometimes shows up to fight you, only you can run away. The stat block is almost exactly pulled from a thread started by Terronus back in 2012 (link: here) but with a few alterations made to fit both the narrative I have and also the mechanics I wanted him to have. (I will try to make the stat block collapseable, if it doesn’t work, I’m sorry)
CE Medium Aberration
Init +5; SensesDarkvision; Perception +25
Aura Aura of Despair (60 feet), Deepest Fear (60 feet) (DC 27)
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Defense
AC 29, touch 25, flat-footed 22 (+5 Dex, +4 natural, +8 deflection, +2 dodge)
HP 180 (19d10+76); Terrible Rejuvenation
Fort +10, Ref +16, Will +14
Defensive Abilities Psychic Deflection; DR 15/cold iron; Immune death effects, fear effects, acid, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
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Offense
Speed 30 ft.
Melee Claw x2 (Slenderman) +21 x2 (1d6+2/x2) and
. . Tentacle x4 (Slenderman) +20 x4 (1d4+1/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Sneak Attack +4d6,
Spell-Like Abilities Crushing Despair (3/day), Debilitating Portent (3/day), Detect Thoughts (Constant), Dimension Door (3/day), Dominate Monster (1/day), Gaseous Form (At will), Ghost Sound (At will), Hold Monster (3/day), Invisibility (At will), Nightmare (1/day), Overwhelming Presence (1/day), Quicken Spell-Like Ability (Debilitating Portent) , Tongues (Constant)
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Statistics
Str 14, Dex 21, Con 18, Int 16, Wis 16, Cha 27
Base Atk +19; CMB +21; CMD +46
Feats Combat Reflexes (6 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dodge, Feral Combat Training (Tentacle x4 (Slenderman)), Improved Unarmed Strike, Multiattack, Quicken Spell-Like Ability (Debilitating Portent) (3/day), Weapon Focus (Tentacle)
Skills Acrobatics +24, Bluff +30, Diplomacy +27, Disguise +27, Intimidate +27, Perception +25, Sense Motive +25, Sleight of Hand +14, Spellcraft +13, Stealth +27
Languages Aboleth, Celestial, Common, Sylvan
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Special Abilities
Aura of Despair(60 feet) (Su) Creatures in aura take -2 to saves. Lost when unconscious
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Riposte You take only a –1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent's attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.
Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Crane Wing When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deepest Fear (60 feet) (DC 27) (Su) Foes ending turn in aura are shaken until out of range (Will neg).
Feral Combat Training (Tentacle x4 (Slenderman)) Use Improved Unarmed Strike feats with natural weapons
Immune to Death Effects You are immune to death effects.
Immune to Fear Effects You are immune to fear effects.
Immunity to Acid You are immune to acid damage.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Psychic Deflection (Su) Add Cha mod to AC as a deflection bonus, lost when unconscious.
Quicken Spell-Like Ability (Debilitating Portent) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (24) You have Spell Resistance.
Terrible Rejuvenation (Su) Gain fast healing 5 when creature in aura is affected by a fear effect.
Bloody Theft (3/day) (Su) Three times a day, as a unique action, Slenderman can instantly transport one living creature within five feet to its lair on the same plane of existence in a bloody mist. DC 25 Will save negates
If there are any suggestions for improvement, or sidenotes to help improve post formatting, they would be appreciated.