
Danit |

I based him on the Slenderman from Kingdom Death
Slenderman CR 10 (XP 9600)
NE Medium fey
Init +9; Senses Blindsight; Perception +23
Aura deepest fear (30 ft., DC 25)
Defense
AC 24, touch 23, flat-footed 18 (+8 deflection, +5 Dex, +1 dodge)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +15, Will +13
DR 15/cold iron; Immune: Sleep, Fear,; SR 21
Offense
Speed 30 ft
Melee 2 claws +13 (1d8+1/19-20)
2 Tentacles +13 (1d8+1) Reach
Space 5 ft.; Reach 5/10 ft.
Special Attacks Sneak attack +6d6, striking fear, It’s time to feed,
Statistics
Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
Base Atk +8; CMB +9; CMD 32
Feats Dodge, Improved initiative, Mobility, Improved critical (Claw), Great Fortitude, Weapon finesse, Skill focus (Stealth), improved grapple,
Skills Bluff +27, Diplomacy +20, Disable Device +15, Escape Artist +18, Intimidate +28, Knowledge (local) +16, Perception +23, Sense Motive +23, Spellcraft +12, Stealth +35; Racial Modifiers +4 Intimidate, +4 Stealth
Languages None
Ecology
Environment any
Organization Solitary
Treasure none
Special Abilities
Stalking Target (Su) Slenderman can choose up to 4 creatures as targets for stalking, once chosen he cannot choose new targets until he or the targets have been killed or he has fed.
Dark water shift (Su) the Slenderman lives on a plane adjacent to our own, this plane is a sea of black water utterly devoid of light. Slenderman can shift from His home plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action), in addition his claws attack after shifting to the material plane is a sneak attack. The ability is otherwise identical to ethereal jaunt (CL 15th).
Stalking horror (Su) It is unknown how or why the Slenderman chooses his prey, regardless he will stalk his victims for months or even years letting their fear ripen before dragging them back to his home. The Slenderman can chose to partially revel himself to his prey (in case of multiple targets the highest perception check sees the Slenderman.) the target must make a dc 25 will save. If failed the target forgets any details about the Slenderman but still remembers seeing him. In the future anyone who has failed this check takes a -2 against will saves with the fear descriptor vs. the Slenderman.
Deepest Fear (Su) Slenderman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Striking Fear (Su) If Slenderman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (this follows the new rules for fear in horror adventures and unlike normally a lesser fear can evolve onto a greater fear). A DC 25 Will save negates this increase. In addition, a critical hit from the Slenderman’s claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Terrible Rejuvenation (Su) Slenderman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself
Its time to feed (Su) The Slenderman’s ultimate goal is not to kill his victims but to feast on their fear after it has ripened to perfection. Once Someone has reached the terrified condition Slenderman knows it’s time to feed, his tentacle attacks gain the grab special ability vs that target. As a full round action that provokes attacks of opportunity, Slenderman can drag a grappled foe to his home plane to feed. A creature that has been dragged into Slenderman’s home must pass a DC 25 will save with the fear descriptor or have their fear and memories eaten. If failed the creature returns to the material plane 1 min later with the Amnesia madness ( this can be cured, the class levels and skills can be returned as per normal but the creatures past memories are forever gone), and phobia of darkness madness ( this madness requires twice as long as normal to cure). A creature that has passed its will save returns to the material plane 1 min later with the phobia of darkness madness ( if a natural 20 was rolled for the will save the creature returns 1 min later with no ill effects).
Don't bruise the meat (Ex) Slenderman can chose to reduce the number of dice on his sneak attack.
Unknown fate (Su) if killed Slenderman’s body melts and returns to his home plane, his body then reforms 1 day later. Slenderman leaves behind 1d6 vials of black liquid.
Forgotten terror (Su) After dragging a creature back to his home or being killed, Slenderman will never target the same creature again (or anyone who fought with them against Slenderman). Regardless of the result all participants must make a DC 25 will save or forget all details about Slenderman ( they still remember the fight just not the physical appearance of Slenderman).
No Escape (Su) It is impossible to flee beyond the Deepest fear aura from a fear effect.
Shadow Stalking (Su) Slenderman can travel through his home plane at great speeds; this ability works like Shadow walk except the Slenderman can choose his exit point within 500ft of his stalking target.

SwnyNerdgasm |

its fantastic, think pathfinderish combat with monster hunter mechanics and a story that's based on events that naturally happen in game and you can play solo or with a group. also in his recent newsletter adam said he was working on a miniature less version that will be sold for cheaper.
Glad to hear that, until then I'll just have to make due with the Dark Souls boardgame when the kickstarter delivers.

Son of the Veterinarian |

Instead of reducing Sneak Attack damage, perhaps an ability that allows Slenderman to (selectively) avoid dropping enemies below 0 HP and auto-stabilize them? So a would-be killing blow instead keeps them awake, staggered, and scared.
Or he could have an ability that lets him do non-lethal damage with all attacks to people he's targeted.

My Self |
My Self wrote:Instead of reducing Sneak Attack damage, perhaps an ability that allows Slenderman to (selectively) avoid dropping enemies below 0 HP and auto-stabilize them? So a would-be killing blow instead keeps them awake, staggered, and scared.Or he could have an ability that lets him do non-lethal damage with all attacks to people he's targeted.
Isn't the point to keep the target awake and afraid?
Maybe something that temporarily stuns or drives them insane or makes them cower once they're at 0.

Danit |

Son of the Veterinarian wrote:My Self wrote:Instead of reducing Sneak Attack damage, perhaps an ability that allows Slenderman to (selectively) avoid dropping enemies below 0 HP and auto-stabilize them? So a would-be killing blow instead keeps them awake, staggered, and scared.Or he could have an ability that lets him do non-lethal damage with all attacks to people he's targeted.Isn't the point to keep the target awake and afraid?
Maybe something that temporarily stuns or drives them insane or makes them cower once they're at 0.
The only problem with that is it turns the fight into kill somone the fastest instead of terrify them