MTG Slivers in role playing [Archive] - Wizards Community

Post/Author/DateTimePost
marvlarv

06-27-07, 09:33 AM
I have been playing MTG for many years now and Slivers are my favorate creature type to play with. I recently just got into D&D and I would like to start designing a campaing as I gain the expirence of the game.

But what I was wondering on was how to create a custom creature. My Idea was to create the slivers in my campaign, where each individual one out have a certian ability/feat and would beable to share its ability with another sliver with in a certian range of itself.

Like how do you gage the dificutly level? or should I base them off of another monsters template in the monster manual?
Priest_of_Doom

06-27-07, 07:32 PM
Well, I'm not familliar with the cirtters in question, but when I design a monster I do both.

First I pick creature type (abberations, outsiders, fey...) and the Challange Rating i want them to be. Then I start building up their base stats according to the tables in the back of the monster manual.

Think of it like you're creating a character, because it's the same process. Once you pick it's Hit Dice, you know it's attack bonus, it's saves, it's skill points, and how many feats it gets.

All that's left is deciding on how much natural armor it gets, deciding on attack types and movement, and picking special abilities and qualties.

Then I compare them to monsters of the same type (abberations, outsiders, fey...) and of the same challange rating. Tweak it till it looks like a good fit, playtest it against 4 characters of the same level as it's CR, and you're done!



Now, as far as that special ability, what I'd probably do is have a chart of available special abilities (try to match them up with already existing spells to make it easier) and either roll randomly for the abilities of each individual creature or pick for each one.

Then, create another special ability that shares their spell-like abilities with other slivers within 20 or 30 feet. More than that and you have a ridiculously powerful ability, IMHO.

Anyway, hope that's helpful to you :)
marvlarv

06-29-07, 10:37 AM
Tks for the help :D
DawnSliver

07-08-07, 09:05 PM
Black Slivers
Basal: Sacrifice to increase the caster level of a necromantic spell by 2.
Clot: Regenerate 2
Crypt: Regenerate 1
Frenzy: +1 to attack rolls if attacking an opponent not in full defense.
Mindlash: Sacrifice to cause all casters to lose a memorized spell or spell slot.
Mindwhip: Sacrifice to cause a caster to lose a memorized spell or spell slot at random.
Plague: Highly contagious disease that effects non-sliver creatures.
Spectral: Incorporeal plus touch attack
Spitting: Ranged attack that does 1d6 per hit dice.
Toxin: Poison on claw that is save or die.
Vampiric: Blood Drain ability

Blue Slivers
Mesmeric: Ability to change one spell to another
Mistform: Polymorph ability but they don't lose sliver abilities or type
Mnemonic: Sacrifice to get a spell level
Psionic: Psi-blast that deals 2d6 to target and 3d6 to itself.
Screeching: Forces a caster to make a concentration check to cast a spell.
Shadow: Shadow template.
Shifting: Dimension door
Synapse: Gain a spell level from dealing damage to an opponent.
Synchronous: Able to do full defense and full attack at same time.
Telekinetic: Strong telekinesis
Winged: Gain fly speed.

Green Slivers
Brood: Cause a sliverling to grow from the spilled blood of an opponent.
Fungus: When damaged, gains a +1 to attack and damage rolls and a +1 to armor class for the duration of the encounter.
Gemhite: Produce energy to raise caster level of a spell.
Horned: Cleave and Great Cleave feats gained.
Might: +4 to Strength and Constitution
Muscle: +1 Hit Dice and +1 Natural Armor
Quick: Double all movement rates
Reflex: Affected by a constant Haste
Root: Abilities to keep from dying.
Spinneret: Abilities based on Web spell
Virulent: Additional attack with poison stinger doing Constitution damage.

Red Slivers
Barbed: Barbs adds 1d6 per hit dice to damage.
Battering: Abilities affect objects and constructs.
Blade: Raises damage by one die type.
Bonesplitter: Raises damage by two die types.
Fury: Double number of attacks.
Heart: Unaffected by any effects that inhibit movement and attacks.
Homing: Ability to find any sliver.
Hunter: Can force an opponent to attack them.
Magma: Ability to channel the energy of other slivers into one attack.
Sedge: +1 Hit Dice, +1 Natural Armor and Regenerate 1 when in a swamp.
Two-Headed Sliver: Ability to flank an opponent even by itself.

White Slivers
Armor: Extra bonuses for each round in full defense.
Essence: Heal a target for each point of damage it deals.
Lymph: Damage Reduction 1/-
Plated: +1 to Natural Armor
Poultice: Cure 1d8 per hit dice in hit points.
Pulmonic: Slow fly speed and a ressurection ability that affects itself.
Quilled: Ranged attack that deals 1d6 damage per hit dice.
Sidewinder: Abilities that enhance flanking opponents.
Sinew: +2 to Strength and Dexterity.
Talon: Extend reach.
Watcher: +2 dodge bonus to armor class.

Artifact Slivers
Metallic: -
Vensers: -

Multicolored Slivers
Acidic: Sacrifice to deal 2d6 acid damage
Cautery: Sacrifice to deal 1d6 fire damage or stop 1d6 damage.
Crystalline: Spell Resistance that stops most spells.
Darkheart: Sacrifice to heal 3d6 hit points.
Dementia: Ability to remove specific spells
Dormant: Full defense, can't attack and ability to gain spell levels.
Firewake: Sacrifice to give a target +2d6 fire damage and Fire Resistance 20 until next round.
Frenetic: Ability to phase out of existance, but a chance it will never come back
Ghostflame: Unaffected by spells that are based on alignment.
Harmonic: Ability to target magic effect or item with a dispell.
Hibernation: Ability to return to hive.
Necrotic: Sacrifice to destroy something.
Opaline: When targeted by a spell or ability, gains 1 spell level.
Spined: Spines that deal extra damage and grant damage reduction.
Victual: Sacrifice to heal 4d6 hit points

Legendary Slivers
Legion: +1 hit dice and +1 armor class for each other sliver
Overlord: Gate in slivers and control any sliver
Queen: Ability to mass produce sliverlings.

This is just a general run down of their abilities through conversion, but of course there would be more them.
HidaAkira

07-24-07, 07:30 AM
Here's work someone over at the Realms of Evil forums made some years back. I haven't looked at it since then, and I'm not too familiar with the silvers in MtG, so I don't know how good these are.



I too was curious about the ability of slivers to attack in a swarm and since I have absolutly no life I decided to figure out 4 different CR20 encounters to see what kind of swarms slivers pull off at high levels. The following four encounters are CR 20.

Encounter 1:
128 CR 2 Metalic Slivers
32 CR 4 Slivers
32 CR 2 Slivers
1 CR 15 Sliver Queen
1 Cr 17 Sliver Wrangler

Encounter 2:
128 CR 4 Slivers
256 CR 2 Slivers

Encounter 3:
256 CR 4 Slivers

Encounter 4:
512 CR 2 Slivers

Together that would be a single CR 20 dungeon with four encounters and a total of well over a thousand slivers. This assumes nonadvanced slivers.

Now on a seperate note I love the idea that muscles increase the sliver's size as well as the number of HD. That could replace their advancement table.


Taskmaster Sliver
Large Aberration
HD: 4d8+12 (hp: 30)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30 ft.
AC: 16 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+1
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Taskmaster Aura, Psionics, Queen Control
Saves: Fort +3, Ref +3, Will +3
Abilities: Str12, Dex16, Con16, Int12, Wis 10, Cha15
Skills: Climb +10, Hide +7, Listen +7, Spot +7
Feats: Skill focus: Hide
CR: 4
Alignment: Always lawful neutral

Taskmaster Aura (Su): All dead slivers within 30 ft. of a Taskmaster Sliver are animated as skeletons under the Taskmaster's control when they die. Any sliver corpses brought to within 30 ft. of the Taskmaster are also animated. Any slivers leaving the 30 ft. area remain animated, but are uncontrolled. NOTE: Skeleton Slivers no longer give nor recieve aura bonuses from other slivers. Also a Taskmaster's Aura does not animate the Taskmaster when it dies (as it's aura stops).
Psionics (Su): The Taskmaster Sliver can detect thoughts at will. As all Slivers, a Taskmaster Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Taskmaster Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).



Razor Sliver
Large Aberration
HD: 2d8+2 (11 hp)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30 ft.
AC: 16 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Razor Aura, Psionics, Queen Control
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Weapon Focus: Claw
CR: 2
Alignment: Always lawful neutral

Razor Aura (Su): All slivers within 30 ft. of a Razor Sliver (including the Sliver itself) gain the wounding special power on their claw. Each attack from their claw inflicts a terrible wound that continues to bleed for 1 hp of damage each round until either a Heal check (DC 15) or curative magic (any) is applied. This is not figured into the sliver's stats above.
Psionics (Su): The Razor Sliver can detect thoughts at will. As all Slivers, a Stinging Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Razor Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).





Horned Sliver
Large Aberration
HD: 4d8 +16 (hp: 34)
Initiative: +2
Speed: 30ft.
AC: 18 (-1 size, +6 natural, +3 Dex)
Attacks: claw +4 melee, 2 Tails +0 melee, Horns-Gore +4 melee.
Damage: claw 1d8+2, Tail 1d4+2, Horns-Gore 2d6+2 .
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Horned aura, Psionics, Queen control.
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats: Power Attack, Lightning Reflexes
CR: 5
Alignment: Always Lawful Neutral
Advancement: 5-6 HD (Huge), 7-8 HD (Huge)

Horned Aura (Su): All Slivers within 30 ft of a Horned Sliver (including itself gain the Improved Bull Rush feat. And they all grow Horns that deals 2d6 + Str Mod Damage.)
These bonuses are not included in the statistics presented above (so, effectively, a Horned Sliver has +6/+1 BAB, Special Attack: Trample, and Feat: Improved Bull Rush, though they do not grow more horns.).
Psionics (Su): The Horned Sliver can detect thoughts at will. As all Slivers, a Horned Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Horned Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Armor Sliver
Large Aberration
HD: 2d8 +8 (hp: 17)
Initiative: +2
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw +2 melee, 2 Tails +-2 melee.
Damage: claw 1d8+2, Tail 1d4+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Armor aura, Psionics, Queen control.
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats:Lightning reflexes
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Armor Aura (Su): All Slivers within 30ft of a Armor Sliver (including itself) gain a +2 enhancement bonus to natural AC.
These bonuses are not included in the statistics presented above (so, effectively, a Armor Sliver has Con 22, 2d8+14 hp [22 hp], Fort +6).
Psionics (Su): The Armor Sliver can detect thoughts at will. As all Slivers, a Armor Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Armor Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Winged Sliver
Large Aberration
HD: 2d8 +8 (hp: 17)
Initiative: +2
Speed: 30ft., Fly 40' (Good)
AC: 17 (-1 size, +4 natural, +4 Dex)
Attacks: claw +2 melee.
Damage: claw 1d8+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks:
Special Qualities: Winged Armor aura, Psionics, Queen control.
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 16, Dex 18, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats:Flyby Attack
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Winged Aura (Su): All Slivers within 30ft of a Winged sliver (including itself) gain a +2 enhancement bonus to their Dexterity, And grow wing-like flaps down their sides allowing the sliver to Fly 40' (average).
These bonuses are not included in the statistics presented above (so, effectively, a Winged Sliver has Dex 20, AC 18, Though it already has wings so gains no bonus from that.).
Psionics (Su): The Winged Sliver can detect thoughts at will. As all Slivers, a Winged Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Winged Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Non Standard Slivers
===============
Beacon Sliver
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Beacon Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Beacon Aura (Su): All Slivers within 40 ft. of a Beacon Sliver (including itself) gain a +20 ft. bonus to their Aura Ranges and gain a complete link to the Queen, No matter how far away from her they are. These bonuses are not included in the statistics presented above (so, effectively, a Beacon Sliver has an aura o 60 ft. ).
Psionics (Su): The Beacon Sliver can detect thoughts at will. As all Slivers, a Beacon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Beacon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Chameleon Sliver
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Chameleon Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Chameleon Aura (Su): All Slivers within 30 ft of a Chameleon sliver (including itself) gain the Camoflague ability, Giving them +8 to Hide checks. These bonuses are not included in the statistics presented above (so, effectively, a Chameleon Sliver has ).
Psionics (Su): The Chameleon Sliver can detect thoughts at will. As all Slivers, a Chameleon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Chameleon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Scorpion Sliver
Large Aberration
HD: 6d8 + (hp: 17)
Initiative: +1 (+1 Dex, +2 if under the effect of Queen Control)
Speed: 30ft, Borrow 20'.
AC: 18 (-1 size, +6 natural, +3 Dex)
Attacks: 2 Claws +6 melee, Stringer +6 melee.
Damage: Claw 2d4+2, Stinger Strike 2d6+3+Poison
Face/Reach: 5ft. x 10 ft./10 ft.
Special Attacks: Stinger Poison
Special Qualities: Tremor Sense, Scorpion Aura , psionics, (Optional) Queen control.
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 16, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +8, Hide +6, Listen +7, Spot +7
Feats: Alertness
CR: 5
Alignment: Always Lawful Neutral
Advancement: 7-8 HD (Large), 9-10 HD (Huge)

Stinger Poison - Same as the Poison that the Aura gives to other Slivers, though DC's are 2 higher
Tremor Sense (Ex): While resting under the sand Scorpion Slivers can sense any creature or movement across the Sand within 200 ft. of their position. They only know general size, location of the creature and direction of movement.
Scorpion Aura (Su): All other Slivers within 30 ft. of a Scorpion Sliver gain +4 to their Natural AC (due to Chitinous Material), Their tails merge together forming a large stinger. This stinger deals 2d6+3 points of damage, and injects a paralytic poison, onset time-Immediate, (DC 16) that causes the victim to twitch on the ground for 1d12 rounds. Secondary save- (DC 16
lose 1d6 points of temporary Strength damage. Lost Strength returns at the rate of 1 point per hour of complete rest.
Psionics (Su): The Scorpion sliver can detect thoughts at will. As all slivers, a Scorpion sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same 1 mile area are automaticaly aware as well.
Queen Control (Su): Unlike all other slivers the Scorpion sliver is usually found outside the Hive as they were created by a insane mages experiments. If brought to the Queen they act just like other sliver. The Scorpion sliver is under the direct control of the brood's Queen. Only the Queen knows and directs the actions of all the Scorpion Sliver if it has bonded with her. Once bonded this coordination grants a +2 insight bonus to all sliver initiative checks of the Scorpion sliver.
Created by outside forces this Sliver is usually not found in the Hive hierarchy, though it can easily be integrated if brought to the Queen. Once presented to the Queen it takes a day to bond, then the Scorpion sliver is a full member of the Hive. The Scorpion slivers dwell in desert environments, and look similar to giant scorpions, they have developed an additional claw and their tails have transformed into a large scorpion stinger.


Jolt Sliver (Formerly called Graceful)
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Jolt Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Spring Attack - same as the feat of this name.
Jolt Aura (Su): All Slivers within 30 ft of a Jolt sliver (including itself) gain a +2 enhancement bonus to their Dexterity and Initiative. These bonuses are not included in the statistics presented above (so, effectively, a Jolt Sliver has 18 Dex, 17 AC, and +8 Init).
Psionics (Su): The Clot Sliver can detect thoughts at will. As all Slivers, a Jolt Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Jolt Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Barbed Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Barbed Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Power Attack
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Barbed Aura (Su): All each effected Slivers Claws and Tail grow longer spines, barbs and spikes which deal an additional 1d6 poison damage in attacks and give a +4 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Barbed Sliver has Str 16).
Psionics (Su): The Barbed Sliver can detect thoughts at will. As all Slivers, a Barbed Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Barbed Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Crystalline Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Crystal Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Dodge
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Crystal Aura (Su): All Slivers within 30 ft of a Crystalline Sliver (including itself) gain gain SR of 15. These bonuses are not included in the statistics presented above (so, effectively, a Crystalline Sliver has SR 15).
Psionics (Su): The Crystalline Sliver can detect thoughts at will. As all Slivers, a Crystalline Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Crystalline Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Mindwhip Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Mindwhip Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 12, Wis 10, Cha 12
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Iron Will
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Mindwhip Aura (Su): All Slivers within 30 ft. of a Mindwhip Sliver gain the ability to use ego whip at will. This is as a 3rd level psion.
Psionics (Su): The Mindwhip Sliver can detect thoughts at will. As all Slivers, a Mindwhip Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Mindwhip Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Mnemonic Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, +2 Queen Control )
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Mnemonic Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 12, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Iron Will
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Mnemonic Aura (Su): All Slivers within 30 ft. of a Mnemonic Sliver (including itself) gain a +2 Int enhancement bonus.
Psionics (Su): The Mnemonic Sliver can detect thoughts at will. As all Slivers, a Mnemonic Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Mnemonic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).




Heart Sliver
Large Aberration
HD: 2d8 + 8 (hp: 16)
Initiative: +4 (+2 Dex, +2 Queen's Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2, Tail 1d6+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Heart aura, Psionics, Queen control.
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats Aleartness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Heart Aura (Su): Also all HD rolled are raised by one Dice Type, Max D12. These bonuses are not included in the statistics presented above.
Psionics (Su): The Heart Sliver can detect thoughts at will. As all Slivers, a Heart Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Heart Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Metallic Sliver
Large Construct
HD: 2d10 (10 hp)
Initiative: +2 (+2 Dex)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2, Tail 1d6+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Construct, Linked Mind, Queen control.
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con -, Int -, Wis 10, Cha 10
CR: 2
Alignment: Always Lawful Neutral

Construct: All abilities as Construct.
Aura: Counts as a sliver in all respects, and gains abilities from the Sliver Auras as if alive.
Linked Mind (Su): The Metallic Sliver is linked to the Mind of the Sliver Queen and acts like it has the Psionic ability of all other Slivers. Though due to it's nature it only follows the Queens directions.
Queen Control (Su): Like all Slivers, the Metallic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. Due to their Unnatural Nature, the Metallic Sliver does not gain any bonuses to Initiative like it's living Brethren.



Sliver Queen
Gargantuan Magical Beast
Alignment Lawful Neutral
CR: 15
HD: 12d10+60; HP 126
Initiative: +8 (+4 Improved Init,+4 Dex) ;
Speed: 10ft;
AC 32 (+19 Natural, -1 size, +4 Dexterity);
Attack: 1 claws +11 melee, 2 tails +11melee;
Damage: Claw 2d6+8, tail 2d8+8;
Face/Reach: 20' by 20'/15';
SA Frightfull presence(ex)- 4 hd or less, DC 14., ;
SQ Darkvision 90', Spawn Slivers, Telepathic Link, SR-15, DR-20/+2, Fast Healing-5;
SV - Fort +13, Ref +14, Wil +14. Stat Modifiers not included.
Abilities: Str 27, Dex 18, Con 20, Int 14, Wis 18, Cha 20
Skills: Intimidate +15, Spot +15, Search +10, Listen +10, Knowledge ( Local, Arcana, Nature) +10, Diplomacy +10, Intimidate +15
Feats: Multidexterity, MultiAttack, Improved Iniative,Dodge, Mobility, Spring Attack.

The Sliver Queen is a massive coil of bulbous flesh that rarely moves unless needed to. Though large and apparently inmmobile, the Queen is deceptively fast. Her fast reflexes and natural mobility allow her to make attacks that are completely unexpected. This allows for completely surprised foes, that thought they were at a safe distance, being brutally attacked. Though the Queen dislikes having to resort to this strategy. Normally relying on her Sliver children to protect her. Slivers are ferocious predators, quickly stripping the area around their hive of all plant and animal life (and rich ores of metals and gems, too) and expand to satisfy their needs.
The Queen can coomunicate with any living creature via a limited form of Telepathy to a range of 100'.

Spawn Slivers - The Sliver Queen gives birth to all the slivers around. Sometimes, though, she creates extraordinarily large and powerful versions of the normal slivers. She will create 1d4+1 Slivers that are magical bests, like the Queen, and have 3 HD above normal, at least. These slowly develop into the other species over a period of 1 month, depending on what species they spend the most time around.
Telepathic Link - This link allows complete control of all slivers within 200 yards as though they were extensions of her body, and any sliver outside of that range attacks any living creature unless under different orders from the Queen.


Muscle Sliver
Large Aberration
HD: 2d8 + 7 (hp: 16) [see pg. 11 in the MM; min HD for a Large creature is 2]
Initiative: +2
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+4
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Muscle aura, psionics, Queen control.
Saves: Fort +2, Ref +0, Will +3
Abilities: Str 18, Dex 10, Con 14, Int 4, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Toughness
CR: 2
Alignment: always chaotic neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Muscle Aura (Su): All Slivers within 30ft of a Muscle Sliver (including the Muscle Sliver itself) gain a +2 enhancement bonus to their Str. These bonuses are not included in the statistics presented above (so, effectively, a Muscle Sliver has Str 20, Con 16, 2d8+9 HD [18 hp], claw attack +5 melee for 1d8 + 5 damage, and Fort +3).
Psionics (Su): The Muscle Sliver can detect thoughts at will. As all Slivers, a Muscle Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Muscle Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Acidic Sliver
Large Aberration
HD: 4d8 +16 (hp: 32)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: none
Special Qualities: Acidic Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Bull Rush
CR: 3
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Acidic Aura (Su): All Slivers within 30 ft. of a Acidic Sliver (including itself) gain immunity to all acid, and the Acidic Blood ability (the blood of an Acidic Sliver is very caustic, causing 1d4 points of damage per round of contact with organic material or 1d8 dmg per round for inorganic material. The acid lasts for 3 rounds.), Acid Spittle (The Sliver can Spit a Ball of Acid that Deals 1d6 damage to any creature it hits. The Range of the Attack is 30'. The Ball of acid acts like a Grenade like Weapon and has a Splash Range of 5'.). These bonuses are not included in the statistics presented above (so, effectively, a Acidic Sliver has Acid Immunity, Acid Blood, and Acid Spittle.).
Psionics (Su): The Acidic Sliver can detect thoughts at will. As all Slivers, a Acidic Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Acidic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Hibernation Sliver
Large Aberration
HD: 4d8 +16 (hp: 32)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Clot Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Hibernation Aura (Su): All Slivers within 30 ft. of a Hibernation Sliver (including itself) gain the ability to Dimension Door once per day. This ability inflicts 1d8 points of temporary Constitution damage to the Sliver because of the strain.
Psionics (Su): The Hibernation Sliver can detect thoughts at will. As all Slivers, a Hibernation Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Hibernation Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).



Talon Sliver
Large Aberration
HD: 2d8+2 (11 hp)
Initiative: +9 (+3 Dex, +4 Improved Initiative, +2 Queen Control)
Speed: 30 ft.
AC: 17 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +2 melee
Damage: claw 1d8+2
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Talon Aura, Psionics, Queen Control
Saves: Fort +1, Ref +3, Will +3
Abilities: Str14, Dex16, Con12, Int03, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Improved Initiative
CR: 2
Alignment: Always lawful neutral

Talon Aura (Su): All slivers within 30 ft. of a Talon Sliver (including the Talon Sliver itself) automatically treat their Initiative as if they had rolled a natural '20' (additional modifiers are applied normally) (so, effectively, the Talon Sliver always has an Initiative score of 29). Even if this occurs while the Slivers are already engaged in combat, they have their Initiative scores recalculated immediately.
Psionics (Su): The Talon Sliver can detect thoughts at will. As all Slivers, a Talon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Talon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Clot Sliver
Large Aberration
HD: 2d8 + 8 (hp: 16)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Clot Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Special Qualities:
Clot Aura (Su): All Slivers within 30 ft. of a Clot Sliver (including itself) gain a +2 enhancement bonus to their Constitution. Also each effected Slivers gain Fast Healing 4. These bonuses are not included in the statistics presented above (so, effectively, a Clot Sliver has Con 20, 4d8+10 HD [26 hp], Regen 4, Fort Save of +5).
Psionics (Su): The Clot Sliver can detect thoughts at will. As all Slivers, a Clot Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Clot Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Spined Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +4 (+2 Dex, +2 Queen Control)
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Spined Aura , psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Combat Reflexes
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Spined Aura (Su): All Slivers within 30 ft. of a Spined Sliver (including itself) gain +2 to Natural AC. Also each effected Slivers grow many spines, barbs and spikes all over the body and limbs which deal an additional 1d6 dmg in attacks and give a +6 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Spined Sliver has Str 18, Dex 18, AC 19, Ref Save of +6, +4 to Damage instead of +2).
Psionics (Su): The Spined Sliver can detect thoughts at will. As all Slivers, a Spined Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Spined Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).




Barbed Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Barbed Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Power Attack
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Barbed Aura (Su): All Slivers within 30ft of a Barbed Sliver (including itself) gain Claws and Tail grow longer spines, barbs and spikes which deal an additional 1d6 poison damage in attacks and give a +4 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Barbed Sliver has Str 16).
Psionics (Su): The Barbed Sliver can detect thoughts at will. As all Slivers, a Barbed Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Barbed Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).


Crystalline Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Crystal Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Dodge
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Crystal Aura (Su): All Slivers within 30 ft. of a Crystalline Sliver (including itself) gain SR of 15. These bonuses are not included in the statistics presented above (so, effectively, a Crystalline Sliver has Str 12, SR 15).
Psionics (Su): The Crystalline Sliver can detect thoughts at will. As all Slivers, a Crystalline Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Crystalline Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).