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They're back: Return of the Slivers. [Updated 24/8-2005: Beware the Overlord!]


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And now the Ward Sliver. I will be starting with the nobles next week. :D

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Sliver, Ward
Medium Aberration (Extraplanar, Sliver)
Hit Dice:
6d8+12 (39 hp)
Initiative: +2
Speed: 30’, Climb 30’,
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16,
Base Attack/Grapple: +4/+10 (+4 grapple bonus)
Attack: Claw +6 melee (1d6+3)
Full Attack: Claw +6 melee (1d6+3) and bite +1 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: -
Special Qualities: Shared Ability, Ward,
Saves: Fort +4, Ref +4, Will +7,
Abilities: Str 15, Dex 15, Con 15, Int 8, Wis 14, Cha 10,
Skills: Balance +5, Climb +11, Escape Artist +5, Jump +3, Listen +5, Move Silently +3, Spot +5, Swim +3, Tumble +3,
Feats: Alertness, Agile, Combat Reflexes,
Environment: Any
Organization: Swarm (20-80) or Hive (several thousand slivers of various types and one queen)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: -

‘After some months of experimenting I was finally able to create a sliver that is able to protect itself from everything from demons, to modrons, to slaadi, to celestials with little trouble. My patron will be most pleased.’ – Lanariel Shadowwing, Research Notes.

Ward slivers the type of sliver most likely to be encountered with the sliver queen, much thanks to their defensive capabilities.
The ward sliver is usually uniform silver gray over its entire body, although the back of the creature is usually somewhat darker, sometimes almost black. The ward sliver reaches a length of over 7’.

Combat:
Ward slivers usually hang back, using their ward ability to protect themselves and bolster nearby slivers, but they will not hesitate to enter battle if the life of their queen is in danger.
Ward (Sp): The ward sliver is constantly surrounded by a magic circle against chaos, good, evil, or law. It can change what the Magic Circle protects against as a free action, and if the effect is dispelled, it may resume it as a move-equivalent action. The ward effect has a 30’ radius from the ward sliver. If two ward slivers are within 30’ of each other, the effects overlap, but do not stack, unless they protect against two different alignments.
The effect is as the Magic Circle spell cast by an 8th level cleric.
Shared Ability (Ex): All slivers within 60’ of the ward sliver gains access to the ward ability of the ward sliver, save that the affected slivers cannot choose what alignment they protect against, but must protect against the same alignment as the ward sliver, if the ward sliver changes what alignment it protects against, all slivers within 60’ of it, change with it.

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Comments? Critique? Questions? Snackrifices?
 


MetaruSonikku said:
Wow... Absolutely amazing work. I simply cannot wait to see the Sliver Overlord. Fantastic job again! *applaude*
Thank you.

*bows*

You know what they say, those who wait for something good...
 

Hmmmmm

Slivers...you say.....I was searching for my favorite litlle hellraisers and I came upon this thread.... I wish I knew how to play D&D 3.5 ....being a veteran D&D 1 player, A lot of these statistics are completely new to me...so while I go memorize the rules, you guys keep on churning out sliver stats, ok?


-9x-
 

Well....there's a new way to deal with bad players...

Instead of learning D&D 3.5 right now, I'll take the relevant stats you guys posted, test em on my dude for D&D1, then see how my party fares. We have four players, 3 of which have NPC allies, and the avg. char. lvl is 24... How do you think they'll do against a small, one-wave attack from root and shifting slivers? (one wave meaning around 40.) We kinda' ditched the level restriction rules, so my guy is around level 40, and the highest other player is level 36...
So long as the slivers don't have a few budies to say....immunize them to fireballs...I think that the party should fare well enough, but take enough damage to bugger off at the first sign of Sliver habitation...:]
 

Testing Failed

I really expected my character to do better than that....but there were too many...maybe I'll actually be able to kill EVERYONE in the party this time, instead of having a level 36 running a bunch of level 14's.....
</--\>

<=====ll:::::::::::::::::::::::::>
R.I.P.
Me
Died by 65 stab wounds to the back.
there would have been more, had the claw not broken off.
 

SliverFox9x said:
I really expected my character to do better than that....but there were too many...maybe I'll actually be able to kill EVERYONE in the party this time, instead of having a level 36 running a bunch of level 14's.....
</--\>

<=====ll:::::::::::::::::::::::::>
R.I.P.
Me
Died by 65 stab wounds to the back.
there would have been more, had the claw not broken off.
I did say that they are dangerous... :]

I suggest you invest in the PHB, DMG, and MM 3.5E, it simplifies a lot of things, making the play experience a lot smoother. If you do not wish to pay for them, you could download the SRD for free from the WotC site. And while you are there, you should get the conversion booklet as well.
Armor Class is makes more sense now. Tach0 is replaced with BAB, and the saves have been condenced to only three. It's good. :D
 

*wolf sings for Krish*

over the slivers and through the planes,

to Krishnath's cave we go ...

(that's as far as I got, never said I had any talent :cool: )
 

Wolf72 said:
*wolf sings for Krish*

over the slivers and through the planes,

to Krishnath's cave we go ...

(that's as far as I got, never said I had any talent :cool: )
Talent is over-rated, skill is earned. *bows*
 

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