Slenderman, the White King


Homebrew and House Rules


I've used Slenderman as a major villian in our campaign, and wanted to show the custom monster I made to have the forums look at it for commenting and critique, and suggestions of balance for my APL 15 adventuring party.

With the rise in his popularity on youtube and the Slender game, I've seen a few threads about him as a potential monster, but no drawn up stats.

I based him off of the Bogeyman in Beastiary 3, but as time went on he became his own interesting monster.

In this campaign, the White King was once a fey, whose close ties to mortal-kind and alien nature allowed him to become a Daemon, a follower of the 5th unknown Horseman, and of a level of power close (I assume, I have not seen any printed statblocks) of an arch-daemon or harbinger. The journey resulted out of some malformed sense of love, thinking that the ultimate display of love is to simply end the lives of mortals under his dominion

Otherwise, I think his type would be fey, which is a simple change, but possibly resulting in a change to some of his feats.

Lastly, I've been trying to hold off on the battle until the mythic playtest came out, but alas, the party is ready to face off against him this Sunday. Thus, I've given him the only mythic ability I've seen in the playtest, "amazing initiative" and upon finishing the story arc hope to give the party their first mythic tier. I didn't include this in the stat block, though.

Slenderman, the White King:

Bundle, the Pale One
NE Medium Outsider (daemon)
Init +5; Senses Darkvision; Perception +25
Aura Aura of Despair (60 feet), Deepest Fear (60 feet) (DC 27)
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Defense
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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, acid, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
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Offense
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Speed 30 ft.
Melee Claw x2 (Slenderman, the White King) +21 x2 (1d6+2/x2) and
. . Tentacle x4 (Slenderman, the White King) +20 x4 (1d4+1/x2) and
. . Unarmed strike +21/+16/+11/+6 (1d3+2/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Sneak Attack +4d6, Striking Fear (DC 27), Swarming Feint
Spell-Like Abilities Crushing Despair (3/day), Debilitating Portent (3/day), Detect Thoughts (Constant), 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
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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, the White King]), 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 Celestial, Common, Daemonic, Sylvan

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Special Abilities
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Aura of Despair(60 feet) (Su) Creatures in aura take -2 to saves.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Take -2 penalty when fighting defensively
Crane Wing May deflect one attack per round while fighting defensively or using total defense
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, the White King]) Use Improved Unarmed Strike feats with natural weapons
Immune to Death Effects You are immune to death 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.
Striking Fear (DC 27) (Su) Crit/sneak attack worsens fear 1 category (Will neg). Crit forces reroll vs aura.
Swarming Feint You may forgo your primary natural attacks during a full attack to use a Bluff check to feint against an opponent.
Terrible Rejuvenation (Su) Gain fast healing 5 when creature in aura is affected by a fear effect.

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He has but one homebrewed ability, "swarming feint" which is like two-weapon feinting for his natural attacks. This might be too much, though, and I might drop it. Also, the modifiers for fighting defensively are not in the stats, lowering his attacks by 1 and increasing his AC by 3.

I didn't list a CR as I'm unsure what it should be, but I think it is probably around 18? I look forward to your feedback.


You can Sneak Attack a target that's been subject to a successful Feint, right? Otherwise, it looks pretty good. I might suggest giving him Dimension Door as a Spell-Like Ability (perhaps limited to 3/day), since he kinda has a habit of suddenly appearing and disappearing.

I also probably would suggest a CR of 18 or so. In honesty, I'm really not sure how to quantify something's CR, but this sounds like a fight that would be a challenge to a moderately-geared 15th level party.


Yah. If I've done it by the rules correctly, he'll drop his 2 claw attacks and get to feint for his first tentacle to be a sneak attack of a full attack. Being able to do so would allow striking fear to activate, and that might be a bit much... the party has plenty of good defenses against fear, but no immunities. Without sneak attack, his attacks aren't very threatening, but he could use invisibility to achieve it... and that's part of the equation, too.

So, I might drop the feinting or the striking fear... still unsure, though.

Dimension Door will be a cool and fitting addition. That I will add.


Terronus wrote:

Yah. If I've done it by the rules correctly, he'll drop his 2 claw attacks and get to feint for his first tentacle to be a sneak attack of a full attack. Being able to do so would allow striking fear to activate, and that might be a bit much... the party has plenty of good defenses against fear, but no immunities. Without sneak attack, his attacks aren't very threatening, but he could use invisibility to achieve it... and that's part of the equation, too.

So, I might drop the feinting or the striking fear... still unsure, though.

Dimension Door will be a cool and fitting addition. That I will add.

Thinking on it now, Striking Fear might best be dropped. Looking over the rules for fear effects again, if a creature is Frightened or Panicked, they have to get as far away from whatever the source of the fear is as fast as possible; depending on how the battle played out, you'd inevitably be forcing all of the party members to flee and the encounter is pretty much ruined.

You can get around that by preventing the players from escaping (like trapping them in a room or something), but then you have to be careful of not pushing them into the Panicked state. If a creature is Frightened but unable to escape, he can still fight as if he had the Shaken condition, but if he's Panicked and unable to escape, the character is stuck cowering (unable to perform any actions and suffer a -2 penalty to AC), and then you've just wiped the party, because they can't fight back and Slenderman is free to murder them all at his leisure.

Of course, this all depends on what kind of Fear resistances your characters have (you also said they had no Fear immunity), but even then, I would probably still recommend dropping it, as not every group will have some form of fear immunity or even fear resistances like your present group.

I'd probably also recommend giving Slenderman his own Fear Immunity. I don't know the composition of your party, but with Power Attack and Cornugon Smash (and maybe Intimidating Prowess thrown in for good measure), it would be fairly easy to get a Frightened or Panicked Slenderman out of a single Full-Attack Action.


No drawn up stats? Your search fu is weak grasshopper.
Slenderman as a CR22 epic boss monster, in a neat pdf.


VM mercenario wrote:

No drawn up stats? Your search fu is weak grasshopper.

Slenderman as a CR22 epic boss monster, in a neat pdf.

It is. I'm probably a yellow belt. That is a pretty cool and comprehensive Tome on him, I like what the writer did... I might try to implement some of it, though now its in the 11th hour for our group :P

@Harrison - thanks again for the feedback! I will drop Striking Fear, since the fight will be in an open wooded area. It would just cause too many problems, I think we'll leave that ability to the Bogeyman, heh. I'll see if I can tinker with some of his defensive abilities, too- stuff that would be fitting, of course, like what you mentioned about fear.

Here's hoping the big battle goes well and is memorable!


I'm running a Slenderman-themed campaign right now and to any/all creatures under his dark influence I've given the blink dog's swift dimension door ability (so readied actions are common in this campaign). It has proven to be effective enough without destroying my players' ability to react. And when they face off against the "Slenderman" (just proxies so far) then they get two initiatives. Makes them scarier.


I can't believe that document still gets shared as much as it does!


VM mercenario wrote:

No drawn up stats? Your search fu is weak grasshopper.

Slenderman as a CR22 epic boss monster, in a neat pdf.

The book seems to be pretty comprehensive, and I may use it in my Modern Horror campaign I plan on running (after the Horror book comes out later this year).

However, I think I may power down Slender himself, while I do agree he is a bad ass villain that should be a challenge to players, putting him near the power levels of the Great Old Ones is a bit too much for me.

I'll probably tweak him to be around Cr 15 or so.

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