Slenderman
Slenderman is an infamous monster originating from internet urban legends, more specifically originating from a contest from SomethingAwful. He is a F faceless, pale entity in a business suit with long limbs and the ability to spawn deadly black tentacles from his back, along with brainwashing his victims and teleporting. A similar creature was "The Fisherman", another creature created for the same contest by the same creator of Slenderman, which never achieved the same level of infamy.
Slender man
Race: Nightshade
Class: Sorcerer level 16
He is most commonly described as very tall and thin with unnaturally long, tentacle-like arms (or merely tentacles), which he can extend to intimidate or capture prey. In most stories his face is white and featureless, but occasionally his face appears differently to anyone who sees it. He appears to be wearing a dark suit and tie. The Slender Man is often associated with the forest and/or abandoned locations and has the ability to teleport. Proximity to the Slender Man is often said to trigger a "Slender sickness"; a rapid onset of paranoia, nightmares and delusions accompanied by nosebleeds.
Whether he absorbs, kills, or merely takes his victims to an undisclosed location or dimension is also unknown as there are never any bodies or evidence left behind in his wake to deduce a definite conclusion.
His face is pale and slightly ghostly, and almost appears to have been wrapped in a type of gauze or cloth. his facial features are also an object of debate, and many people believe that his face looks different to each person, if it is seen at all.
He sometimes is portrayed wears a hat, which is sometimes a bowler, a fedora, or sometimes a tophat. He may also be seen wearing a long flowing necktie or scarf, which is either red or grey.
He often keeps his long, pale hands crossed politely behind his back or hanging loosely at his sides. His suit is black, sometimes portrayed as pinstripe in artwork, a common misconception thanks to the very similar Jack Skellington from Nightmare Before Christmas. He has long coattails which he lets flow proudly. He wears long dress shoes, which are always shined a perfect, gleaming black.
Nightshade Abilities
All nightshades have the following special abilities.
Aversion to Daylight (Ex): Nightshades are creatures of utter darkness and loathe all light. If exposed to natural daylight (not merely a daylight spell), they take a –4 penalty on all attack rolls, saving throws, and skill checks.
Desecrating Aura (Su): All nightshades give off a 20-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a –6 penalty.
A nightshade’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the nightshade can resume it as a free action on its next turn. Its desecrating aura is suppressed if a nightshade enters a consecrated or hallowed area, but the nightshade’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
Medium Undead (Extraplanar)
Hit Dice: 21d12+42 (178 hp)
Initiative: +10
Speed: 40 ft (8 squares)
Armor Class: 32 (–2 size, +2 Dex, +22 natural), touch 10, flat-footed 30
Base Attack/Grapple: +10/+34
Attack: Slam +24 melee (2d6+16)
Full Attack: 2 slams +24 melee (2d6+16)
Space/Reach: 15 ft./15 ft.
Special Attacks:desecrating aura, evil gaze,
spells known: all Necromancy spells as sorcerer
spell-like abilities, Blink (same as blink dog)
Special Qualities: Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits
Saves: Fort +11, Ref +11, Will +19
Abilities: Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18
Skills: Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)
Feats: Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)
Class: Sorcerer level 16
Environment: Plane of Shadow
Alignment: Always chaotic evil
Crush Item (Su): Slenderman can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. Slenderman must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the Slenderman’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Spells known as sorcerer: Slenderman can cast any Necromancy spells as a 16 level sorcerer
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based.
Skills: *When hiding in a dark area, Slenderman gains a +18 racial bonus on Hide checks.