Slenderman (5e Creature)

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Slenderman[edit]

Medium fiend, neutral evil


Armor Class 19 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 20 (+5) 16 (+3) 23 (+6)

Saving Throws Str +10, Con +9, Wis +8
Skills Intimidation +11, Perception +8, Stealth +8
Proficiency Bonus +5
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned, stunned
Senses darkvision 120 ft., passive Perception 18
Languages understands all but doesn't speak
Challenge 16 (15,000 XP)


Legendary Resistance (3/Day). If Slenderman fails a saving throw it can choose to succeed instead.

Slender Sickness. When a creature starts its turn within 60 feet of Slenderman, it must make a DC 15 Charisma saving throw or be incapacitated for the duration of the turn. For every consecutive fail against this save on ongoing turns, the creature also takes 1d10 necrotic damage. A creature that failed this save four times would be confused for the turn and take 3d10 necrotic damage.

Meld with Darkness. Slenderman gains advantage on all Stealth checks when in darkness. Attacks against Slenderman made in darkness are at disadvantage.

ACTIONS

Multiattack. Slenderman makes two attacks.

Tendrils. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) bludgeoning and 7 (2d6) cold damage. Creatures hit by the attack are grappled-

Psychic Strike. Ranged Spell Attack +9 to hit, range 60/120 ft., one target. Hit: 28 (4d10 + 6) psychic damage. Creatures hit by this attack must make a Constitution save DC 16 or suffer one level of exhaustion.


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