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

Krishnath said:
Theoretically you could, but let's face it, the slivers would wipe you from the face of the plane before you had a chance to. Lucky for us, slivers aren't really all that agressive.

If you have an enervated sliver with you, a group of 40 slivers would have -41 to all its rolls. With a -38 to its spot check, it wouldn't notice you even if you were standing right there. And good luck on making an attack roll! I don't think they could make a -5 Intelligence check to figure out that they should move away from whatever is hurting them. If it was a group of 80 slivers, the problem would be far, far worse.

The epic spell origin of species should be able to make an enervated sliver fairly easily. The CR of the poor thing can't be that high.

p.s. I don't like the mob template. YMMV
 

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Cheiromancer said:
If you have an enervated sliver with you, a group of 40 slivers would have -41 to all its rolls. With a -38 to its spot check, it wouldn't notice you even if you were standing right there. And good luck on making an attack roll! I don't think they could make a -5 Intelligence check to figure out that they should move away from whatever is hurting them. If it was a group of 80 slivers, the problem would be far, far worse.

The epic spell origin of species should be able to make an enervated sliver fairly easily. The CR of the poor thing can't be that high.

p.s. I don't like the mob template. YMMV
Yeah, the template is pretty broken with slivers.
 



And now, the synapse sliver.

-

Sliver, Synapse
Large Aberration (Extraplanar, Sliver)
Hit Dice:
12d8+48 (102 hp)
Initiative: +1
Speed: 30’ (6 squares); climb 30’
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21,
Base Attack/Grapple: +9/+23 (+4 grapple bonus)
Attack: Claw +14 melee (1d8+9)
Full Attack: Claw +14 melee (1d8+9) and bite +9 (1d6+3)
Space/Reach: 10’/10’
Special Attacks: Improved grab, mind drain, psi-like abilities,
Special Qualities: Damage reduction 5/magic, shared ability, spell resistance 18,
Saves: Fort +8, Ref +7, Will +12,
Abilities: Str 23, Dex 13, Con 19, Int 16, Wis 18, Cha 18,
Skills: Balance +10, Climb +17, Concentration +14, Escape Artist +10, Jump +14, Listen +13, Move Silently +10, Spot +13, Swim +14, Tumble +10,
Feats: Ability Focus: Mind Drain, Alertness, Agile, Combat Reflexes, Lightning Reflexes,
Environment: Any
Organization: Swarm (20-80) or Hive (several thousand slivers of various types and one queen)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -

“My patron sent me an interesting liaison today, a sliver created for information gathering and processing on a scale unmatched by its lesser kin. I immediately set it to work on extracting information on from the few captured druids that survived the fiery onslaught of the Magma Sliver.” – Lanariel Shadowwing, Research Notes.

If Mnemonic and Mindwhip slivers are the information relays and brains of the sliver hive, the synapse sliver is the sage and memory. As with other noble slivers, a sliver hive rarely has more than a few synapse slivers.
The synapse sliver is a uniformly light gray with dusty yellow and brown highlights. A mane of short tentacles grows along its neck and back. The sliver grows to an average length of 11’.

Combat:
Highly intelligent and cunning, the synapse sliver usually hangs back directing its lesser kin to outflank and outmaneuver its enemies while getting full advantage of the synapse slivers shared ability. If forced into melee combat, the synapse sliver will try to withdraw, using lesser slivers to cover its escape. If escape is impossible however, its attackers soon learn that it is a dangerous combatant.
Improved Grab (Ex): If a synapse sliver hits with a natural attack, it may attempt to start a grapple as a free action without provoking an attack of opportunity. If it is successful it may use its mind drain ability.
Mind Drain (Ex): A synapse sliver that starts its turn grappling an opponent and manages to maintain the grapple may drain the intelligence, wisdom, and charisma of its foe. The grappled creature must make a fortitude save (DC 22) or take 1d4 points of damage to their Int, Wis, and Cha scores. The sliver releases any opponent that it has made helpless with this ability.
Psi-like abilities: At will – control light, detect psionics, psionic charm (DC 15), and psionic resistance; 3/day – psionic blast (DC 16), psionic suggestion (DC 16), and read thoughts (DC 16); These are as the powers manifested by a 6th level wilder, the save DC’s are Charisma-based.
Shared Ability (Ex): All slivers within 60’ of the synapse sliver gain access to the synapse slivers Improved Grab and Mind Drain abilities.

-

Comments? Critique? Questions? Snackrifices?
 

A sage without any knowledge skills?

And it seems they destroy minds without gaining any benefit from it (in terms of knowledge, that is). Is that right?
 


Cheiromancer said:
A sage without any knowledge skills?

And it seems they destroy minds without gaining any benefit from it (in terms of knowledge, that is). Is that right?
Slivers don't need knowledge skills. :p

Anyway, that synapse above is one who has just evolved. I wasn't going to tell you guys this, because I shouldn't need to, but I might as well. The more intelligent slivers (basically the nobles) are capable of advancing in character classes, just like every other sentient creature.

The sage sliver above is pretty much perfect for the wizard, sorcerer, or psion class.

Wolf72: Yeah, I know. :D
 

It Would take an apocalypse....

What if a sliver breed was created to survive spells like cloudkill and firestorm?
Or, better yet, if there was a sliver that survived one, and developed immunity, would the others within 60' get immunity? And....uh...is it possible that an "arctic" breed of sliver could occur? (*laughs...* heh...a furry sliver...)
 

Entertainment....

So...what do slivers do for fun? Hunt? Mate? Build card houses?
[edit] Does the sliver overlord speak elvish? thought I might as well ask...
 
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