Slenderman (5e Creature)
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Medium fiend, neutral evil
Armor Class 19 (natural)
Saving Throws Strength +9, Constitution +6, Wisdom + 6
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 ft of Slenderman, it must make a Charisma saving throw DC 15 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.
Multiattack. Slenderman can make 2 attacks per turn, either with his tendrils or with his psychic strike.
Tendrils. Melee weapon attack +11, reach 15 ft., one target, 24 (3d12 + 5) bludgeoning and 7 (2d6) cold damage. Creatures hit by the attack are grappled-
Psychic Strike Ranged Attack +9, range 60/120, one target, 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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