Large Fey (Devil), Neutral Evil
Armor Class 20 Natural Armor
Hit Points 210 (20d20 + 8)
Speed 60 ft.
STR
20 (+5)
DEX
30 (+10)
CON
25 (+7)
INT
20 (+5)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws DEX +16, CON +13, WIS +13, CHA +16
Skills Deception +16, Intimidation +16, Perception +13, Persuasion +16, Stealth +16
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight The Slenderman had blindsight with a range of 120ft, Tremorsense The Slenderman has tremorsense with a range of 120ft, Passive Perception 24
Languages Abyssal, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Sickening Aura. The Slenderman gives off a aura of otherworldly power that makes individuals violently ill. The aura has a range of 100ft. Any creature(s) caught inside of it must make a DC 22 constitution saving throw or rake 1 level of exhaustion. The creature(s) can remake the saving throw to end this effect. If they fail they take an additional level of exhaustion. 

Teleport. The Slenderman can cast the misty step spell at will without expending a spell slot or any components. 

Spellcasting. The Slenderman is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +16 to hit with spell attacks). The Slenderman has the following Sorcerer spells prepared:
Cantrips (at will): chill touch, message, mind sliver, friends 
1st level (4 slots): charm person, disguise self, sleep. 2nd level (3 slots): blindness/deafness, crown of madness, suggestion. 3rd level (3 slots): fear, hypnotic pattern, major image. 4th level (3 slots): confusion, greater invisibility, blight. 5th level (2 slots): dominate person, creation.

Actions

Multiattack. The Slenderman can make two attacks on his turn, one with his tendrils and one unarmed strike

Tendrils. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 20 (1d10+ 10) bludgeoning damage. 

Unarmed Strike. Melee Weapon Attack: +11 to hit, range 5 ft., 1 target. Hit: 13 (1d8 + 5) slashing damage.

Reactions

Defensive Teleport. As a reaction on his turn, when Slenderman takes damage, he can immediately teleport a distance equal to his movement speed away from the attacker to any unoccupied space.

Description

The Slenderman is a vile and menacing humanoid fey that haunts many forests and abandoned buildings. He is often depicted as being devoid of any facial features, is incredibly tall (roughly 9-10ft tall), and is dressed in black formal wear.

Lair and Lair Actions

 

 

Monster Tags: fey

Habitat: Forest

The_Novice_Necromancer

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