Tuesday, August 13, 2013

DnD: Creepypasta

I found this stuff on the net of interwebbings. Enjoy.

Slenderman (3.5e Creature)

Slenderman
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:-
Slenderman.jpg
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.


Combat

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.
Spell-Like Abilities: At will—cause feargreater teleport (self plus 50 pounds of objects only); 3/day—confusioneyebite; 1/day—insanityCaster 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.

[edit]Killer D&D 3.5e class

Alignment: Any Non-Good. Deities: Any evil (especially Nerull)
Starting Age: Simple.

Table: Killer
Hit Die: d6
LevelBase
Attack Bonus
Saving ThrowsSpecialAc Bonus
FortRefWill
1st+0+2+2+2+0Sneak Attack +1d6, Weapon Finesse
2nd+1+3+3+3+0Evasion
3rd+2+3+3+3+0Sneak Attack +2d6, Weapon Focus (Dagger)
4th+3+4+4+4+1Uncanny Dodge
5th+3+4+4+4+1Sneak Attack +3d6
6th+4+5+5+5+1Purity of Body
7th+5+5+5+5+1Sneak Attack +4d6
8th+6/+1+6+6+6+1Mind of the Madman
9th+6/+1+6+6+6+1Sneak Attack +5d6, Improved Evasion
10th+7/+2+7+7+7+2Opportunist)Weapon Specialization (Dagger)
11th+8/+3+7+7+7+2Sneak Attack +6d6, Improved Uncanny Dodge
12th+9/+4+8+8+8+2Greater Weapon Focus (Dagger)
13th+9/+4+8+8+8+2Sneak Attack +7d6
14th+10/+5+9+9+9+2Greater Invisibility 1/day
15th+11/+6/+1+9+9+9+3Sneak Attack +8d6
16th+12/+7/+2+10+10+10+3Greater Invisibility 2/day
17th+12/+7/+2+10+10+10+3Sneak Attack +9d6
18th+13/+8/+3+11+11+11+3Greater Invisibility 3/day
19th+14/+9/+4+11+11+11+3Sneak Attack +10d6
20th+15/+10/+5+12+12+12+4Greater Weapon Specialization (Dagger)
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Escape ArtistIntimidateListenMove SilentlySearchSpotSense MotiveSurvival
[edit]Class Features

All of the following are class features of the Killer.
Weapon and Armor Proficiency: Killers are proficient with daggers and light armor.
Sneak Attack: If a killer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
a killer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the killer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two killer levels thereafter. Should the killer score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a killer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A killer can sneak attack only living creatures with discernible anatomies—undeadconstructsoozesplants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The killer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A killer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Evasion (Ex): At 2nd level and higher, a killer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the killer is wearing light armor or no armor. A helpless killer does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a killer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Purity of Body (Ex): At 5th level, a killer gains immunity to all diseases except for supernatural and magical diseases
Mind of a Madman: at 8th lvl a killer is immune to Compulsion [mind effecting] enchantment Spells
Opportunist (Ex): Once per round, the killer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the killer’s attack of opportunity for that round. Even a killer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

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