Slenderman, The Veilbound Horror
“Discover the terrifying truth behind Slenderman, the faceless monster stalking your nightmares!”
Slenderman is a tall, unnervingly thin, humanoid figure with unnaturally elongated limbs, a featureless, pale white face, and dressed in a black suit and tie. His appearance is disturbing due to his smooth, featureless skin, which adds to his eerie and unnatural presence. His neck is either absent or uncomfortably elongated, and he is sometimes depicted with tendrils or appendages extending from his back, enhancing his monstrous and alien qualities.
An intelligent and malevolent entity, Slenderman is known for stalking and terrorizing his victims with methodical, insidious tactics. His presence induces feelings of paranoia, anxiety, and hallucinations, leading to a state of confusion and disorientation. Victims often report losing time or experiencing an overwhelming sense of dread in his proximity. Slendermanās manipulative nature extends beyond psychological torment; he has been known to influence vulnerable individuals to commit violent acts, including murder and self-harm, often targeting those mentally susceptible to his manipulation.
Slenderman is commonly associated with dark, wooded areas, abandoned places, and overgrown environmentsālocations where human presence is minimal and the vulnerability of his targets is maximized. His ability to blend into his surroundings, sometimes vanishing when not in direct view, allows him to stalk his victims with terrifying stealth. He thrives in isolation, using these environments to subtly manipulate his prey without the interference of authority figures.
His modus operandi revolves around patient, calculated stalking, usually of children, whom he targets for manipulation and control. Over months or even years, he subtly infiltrates their lives, influencing their thoughts, emotions, and actions. He remains hidden from adult view, revealing himself only when he has gained enough power over his victim to assert his dominance. Slenderman often drives his victims toward madness or violent behavior, using psychological, emotional, and sometimes physical influence to bend them to his will.
The motivation behind Slendermanās actions is rooted in a thirst for control, fear, and domination. He seeks to assert his power over the vulnerable, particularly children, whom he abducts and transforms into mindless followers or “servants.” His true nature and purpose remain largely unknown, with his actions suggesting a deeper, more mysterious agenda that transcends mere terror, hinting at ancient, unfathomable forces at work beyond human understanding.
Slenderman 5e
Slenderman Pathfinder
Slenderman
Large Aberration (Far Realm), Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 280 (24d10 + 144)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 20 (+5) | 22 (+6) | 16 (+3) | 18 (+4) | 24 (+7) |
Saving Throws: Dexterity +10, Wisdom +9, Charisma +12
Skills: Stealth +15, Insight +9, Perception +9, Intimidation +12
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Telepathy 120 ft. (can communicate telepathically with any creature)
Challenge Rating: 15 (13,000 XP)
TRAITS
Abyssal Presence. Slenderman emanates an aura of alien dread within a 30-foot radius. Any creature that starts its turn in this area must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Inescapable Reach. Slendermanās limbs are impossibly long, allowing him to make melee attacks from 15 feet away.
Maddening Influence. Slenderman has advantage on saving throws against being charmed or frightened. Additionally, whenever a creature within 30 feet of Slenderman fails a saving throw against being frightened, it takes 18 (4d8) psychic damage.
Reality Warping (Recharge 5ā6). Slenderman can manipulate the fabric of reality itself. He can use this ability to either teleport up to 90 feet to an unoccupied space he can see or cause the terrain within a 30-foot radius to warp, creating impossible angles or shifting gravity. Creatures in the area must succeed on a DC 18 Intelligence saving throw or take 22 (5d8) psychic damage and become stunned until the end of their next turn.
Psychic Manipulation. Once per day, Slenderman can cast Dominate Person (save DC 20). The target must be a humanoid currently frightened by Slenderman. The target is under the effect of the spell for 1 hour or until it succeeds on a saving throw at the end of its turn.
Tentacles of the Abyss. Slenderman can extend dark, shadowy tendrils from his back or limbs. These tendrils have a reach of 20 feet and can be used for melee attacks, grappling, or restraining. Slenderman can use them to grapple a creature as a bonus action (escape DC 20).
ACTIONS
Multiattack. Slenderman makes three attacks: two with Long Reach and one Tentacle Strike.
Long Reach. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 4) slashing damage plus 12 (2d8) psychic damage.
Tentacle Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 24 (3d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage. The target must succeed on a DC 20 Strength saving throw or be grappled (escape DC 20). Until the grapple ends, the target is restrained, and Slenderman canāt use this attack on another target.
Reality Shred (Recharge 6). Slenderman rends the very fabric of reality, causing the world around him to distort and warp. Each creature within 30 feet of Slenderman must make a DC 20 Intelligence saving throw or take 50 (10d10) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Choking Darkness (Recharge 5ā6). Slenderman casts a shadowy, suffocating darkness around a target he can see within 60 feet. The target must make a DC 20 Constitution saving throw or take 36 (8d8) necrotic damage and be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
LEGENDARY ACTIONS
Slenderman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatureās turn. Slenderman regains spent legendary actions at the start of his turn.
- Telepathic Terror (Costs 1 Action). Slenderman sends a wave of terrifying thoughts into the mind of a creature within 60 feet that he can see. The target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Teleport (Costs 2 Actions). Slenderman teleports up to 90 feet to an unoccupied space he can see.
- Chilling Gaze (Costs 1 Action). Slenderman fixes his gaze on one creature within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or be paralyzed until the end of its next turn.
- Tentacle Whip (Costs 2 Actions). Slenderman lashes out with one of his extended tendrils. Each creature within a 15-foot cone must make a DC 20 Dexterity saving throw or take 24 (5d8) slashing damage and be knocked prone.
TACTICS AND FIGHTING STYLE
Slenderman is a master of manipulating both physical space and the minds of his enemies. His fighting style revolves around psychological warfare and exploiting fear while using his reality-bending powers to control the flow of battle.
Opening Moves: Slenderman opens combat by using his Abyssal Presence to frighten enemies, and then he targets the weakest or most vulnerable foes, often isolating them with his Reality Warping ability. He teleports in and out of range using Teleport, making it difficult for enemies to pin him down.
Mid-fight: Once combat is engaged, Slenderman uses Tentacle Strike and Long Reach to maintain pressure on his foes, keeping them restrained or damaging them with his psychic abilities. He will often Dominate Person a frightened creature to cause chaos in the ranks, forcing allies to turn against each other.
Endgame: As the battle draws to a close, Slenderman uses Reality Shred to devastate multiple enemies and leave them stunned, while using Choking Darkness to paralyze any remaining threats. If possible, he will finish off weakened enemies with his Tentacle Whip or Telepathic Terror to break their will before the final strike.
ENVIRONMENTAL PREFERENCES
Slenderman prefers environments where the laws of reality are flexible or easily manipulatedādark forests, abandoned cities, or areas touched by the Far Realm. He uses the terrain to disorient his enemies, warping reality around them, creating a sense of isolation or vertigo.
In these settings, he can use Reality Shred to its full potential, distorting the landscape and trapping his prey. His powers are less effective in bright, well-lit areas or places that are carefully protected from magical influences, but even then, his terrifying presence can still turn the tide of battle.
LEGENDARY STATUS
Slenderman is not merely a monster but a manifestation of existential terror itself. He embodies the fear of the unknown, the unexplainable, and the eldritch horrors lurking just beyond the edges of human understanding. Encounters with him are not only physically dangerous but mentally and emotionally devastating, often leaving those who survive with permanent psychological scars.
Slenderman
This impossibly tall, gaunt human-like figure is dressed in black finery. He seems to stare with a completely blank face, and four long tentacles unfurl from between his shoulders.
Slenderman taken from the Creature Codex
Slenderman is a unique creature intimately associated with madness and ruin. Although Slenderman is more than capable of bringing bloody destruction to those he encounters, he seems to prefer corruption to outright slaughter. He will often leave his victims alive but permanently deformed, driven insane or turned forever to evil.
His attacks seem to occur without pattern, although he may stalk an individual for days, taunting them with telepathic threats and promises until they are on the brink of madness. Slenderman always attacks from ambush if he is able, striking from cover of fog or vegetation. His favorite tactic against a lone opponent is to trap them in his maddening maze, taking his victim to a world outside of reality and warping their mind until it is a mirror of his own.
Although Slenderman can be found wherever there is despair and pain to spread, he seems to have a strong affinity for forests. This has led some scholars to suppose that Slenderman was once a fey entity tainted by some foul external power. Others link Slenderman to the worship of the Great Old Ones, consider him to be a mortal ascended into a demonic form, or any number of other theories.
Slenderman himself has never commented on his origin, but is willing to work with the most demented and depraved mortals regardless of their allegiances, if their goals and Slendermanās coincide. Slenderman is always seen wearing high quality clothing, but its style changes depending on the lands where he travels. Those who have survived close encounters with Slenderman suggest that this clothing is merely an extension of his rubbery flesh.
Despite his origins on the Material Plane, Slenderman does not need to eat, sleep or breathe. In addition, worshippers of chaotic evil deities can call Slenderman with the greater planar ally spell. The price for his services is always in the form of mortal captives, with more souls required for longer, more onerous tasks.
Slenderman CR 15
XP 51,200
CE Large outsider (native)
Init +6; Senses blindsight 100 ft, Perception +27
Defense
AC 26, touch 15, flat-footed 20(-1 size, +6 Dex, +11 natural)
hp 225 (18d10+126); fast healing 10
Fort +13, Ref +17, Will +17
DR 15/magic and cold iron; SR 26
Defensive Abilities internal derangement, no breath, rejuvenation; Immune death effects, disease,gaze attacks, illusions, mind-influencing effects, poison, visual effects and attacks based on sight; Resist acid 10, cold 10
Offense
Speed 40 ft., climb 30 ft.
Melee 2 slams +24 (1d6+7), 4 tentacles +22 (1d8+3 plus grab)
Space 10 ft; Reach 10 ft. (15 ft. with tentacles)
Special Attacks constrict (1d8+10), deforming grasp, soothing susurrus
Spell-like Abilities CL 18th, concentration +25
Constantātongues
At Willāfog cloud, touch of idiocy, transport via plants, tree shape
3/dayāconfusion (DC 21), dominate person (DC 22), fear (DC 21), greater dispel magic, phantasmal killer (DC 21), plant growth
1/dayādemand (DC 25), insanity (DC 24), maddening maze (DC 26)
Statistics
Str 24, Dex 23, Con 25, Int 21, Wis 22, Cha 24
Base Atk +18; CMB +26; CMD 42
Feats Combat Casting,Combat Expertise, Combat Reflexes, Dodge, Mobility, Multiattack, Persuasive, Spring Attack, Whirlwind Attack
Skills Bluff +28,Climb +33, Diplomacy +32, Knowledge (arcane) +23, Knowledge (local) +26, Knowledge (planes) +26, Intimidate +32, Perception +27, Sense Motive +27, Spellcraft +26, Stealth +31; Racial Modifiers +8 Stealth
Languages Abyssal, Aklo, Common, Sylvan,tongues, telepathy 100 ft.
SQ improved woodland stride
Ecology
Environment any land or underground
Organization unique
Treasure double standard
Special Abilities
Deforming Grasp (Su) He can warp and deform the shapes of those he grapples, dealing 1d4 points of Constitution drain every round he maintains a grapple. Each round he successfully drains Constitution, Slenderman gains 5 temporary hit points
Improved Woodland Stride (Su) He can move through all natural or magically manipulated undergrowth without taking damage or movement penalties.
Internal Derangement (Ex) His organs do not follow any sane pattern, granting him a 50% chance to ignore extra damage dealt by critical hits or sneak attacks.
Maddening Maze (Sp) Once per day, Slenderman can affect an opponent within 60 ft. with the spell maze. Unlike other mazes, however, each round an opponent remains in the maddening maze, it takes 1d8 points of Wisdom damage; a successful DC 26 Will save prevents damage each round. Slenderman can follow an opponent into the maddening maze, if he so chooses.
If an opponentās Wisdom is reduced to 0, he does not fall unconscious; rather, his Wisdom is restored, but his alignment permanently changes to chaotic evil, and he is permanently charmed by Slenderman. The charm effect can be removed in the normal fashion, but the opponentās alignment can only be restored with an atonement, limited wish, wish or miracle spell. The Wisdom damage is a mind-influencing effect. The save DC is Charisma based. This is the equivalent of a 9th level spell.
Rejuvenation (Su) When Slenderman is killed, his body reforms within 2d4 days, appearing at least 10d100 miles from the location of his death. Slenderman can only be permanently killed using an elaborate ritual (subject to GM discretion).
Soothing Susurrus (Su) Slenderman can radiate an aura of captivating telepathic energy as a standard action. When Slenderman uses its soothing susurrus, all creatures within 300 feet must succeed a DC 26 Will save or become captivated. A creature that successfully saves is not subject to the soothing susurrus for 24 hours. A victim under the effects of the soothing susurrus moves toward Slenderman using the most direct means available.
If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of Slenderman simply stands and offers no resistance to his attacks. This effect continues for as long as Slenderman maintains the effect and for 1 round thereafter.