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The to Me of Slender Man

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The Tome of Slenderotica: Tales of Paranoia and Woe

Credits

Designer and Writer: Golden-Esque (Paizo.com forums)

Cover Artist: Bleepla (Deviant Art)

Interior Artists: agentparsec (Deviant Art), ARCANEXIII3 (Deviant Art), azraelengel (Deviant Art),

tehcheychibi (Deviant Art)

Special Thanks: Victor Surge for starting it all, to Kirill Baru, Joseph DeLage, and Troy Wagner for

bringing an excellent horror story to the big screen and for defining a genre, and to Erich Norden, for

knowing a lot more about stat blocks then I do.

Note: This document is free to use, and anyone attempting to try and profit from it in any way, shape, or

form can expect a visit from someone tall, dark, and faceless in the middle of the night.

This document and the gaming rules within were designed to be compatible with the Pathfinder

Roleplaying Game. You are free to convert them into any game system that you like, but please make

sure to list the document’s writer in the credits somewhere. Also, send me a PM at Paizo’s forums; I’d

love to hear about it.

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Table of Contents

Prologue – Haunting of Princeton

Pages .................................................................................................. 03 05

Chapter One – What is the Slenderman?

Pages .................................................................................................. 08 10

Chapter Two – The Slenderman

Pages .................................................................................................. 11 15

Chapter Three – Proxies

Pages .................................................................................................. 16 18

Chapter Four – Incorporating Slenderman

Pages .................................................................. 19 20

Chapter Five – Player Options

Pages 21

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Prologue: Haunting of Shadybrook By Golden-Esque

If there was one thing that Gro’her Gravelstomp

took pride in himself about, it was his courage. In

his clan, the dwarf barbarian was famous for

having a heart as cold as stone when it came to

fear. He had stared down the swamp-things of the

Marsh of Horrors, he had braved the Caverns of

Woe and returned alive with the head of a

troublesome deurgar shaman, and he had stared

into the eyes of a hungry dragon without

flinching. To a dwarf such as Gro’her, a little trip

into a local ‘haunted’ forest was a laughable

matter; regardless of how terrified the locals

were.

Gro’her, along with several other individuals,

had been hired off of a trading caravan while

waiting the kingdom’s blockade on the forest road

to be lifted; the king had felt it necessary to close

the road down because of the stories of people

vanishing along the path, never to be seen again.

Such occurrences had been all too frequent in

Shadybrook; the town that had pleaded for

Gro’her’s aid. People had gone missing over the

past week; men, women, and children. Each of

whom came down with a bothersome illness

before simply vanishing from their beds. But it

wasn’t the illness that had spooked these hardy

woodsmen so thoroughly.

No; what had scared them was that before

vanishing, each and every man, woman, and child,

and there had been many missing children, slowly

lost their minds to bouts of paranoia and fear;

claiming that ‘he’ was going to kill them. These

patrons would point and scream in utter terror at

some phantom that only they could see. And yet,

the missing people, gone for so long, had slowly

started to wear down the psyche of the residents

of Shadybrook, until every mother clutched their

child in fear, every father slept with his hatchet in

hand, and every child was plagued by night

terrors so vivid that none were able to sleep.

Gro’her though that they were cowards, each

and every one of them. Letting themselves be

scared by a child’s boogie man. Being humans,

Gro’her was convinced that the missing were

either playing a cruel joke on their kin, for

humans could be senselessly cruel to one

another, or had simply been slain by a more

sensible monster of the wilds; dire wolves were

renown stalkers of Shadybrook’s nights. He made

his complaints know to the other caravan riders

who had been duped into the task alongside him;

an impish halfling who called himself Shadefoot,

no doubt going for an easy job lined with

promises of gold, a lad of a human who felt

compelled to help the people of the Shadybrook

because, ‘It was the right thing to do,’ or some

nonsense, and an elf mage who simply wanted to

poke his pointy nose into business that wasn’t his

concern. And Gro’her? He simply wanted to sink

his axe into something’s temple.

~~~ (x) ~~~

The band travelled from noon until dusk when

they happened upon a small cabin, secluded in

the woods. As they approached the cabin’s doors,

the elf mage, he called himself Shax, noted that

various animals had been carved up, ranging from

simple animals who may have simply been caught

and eaten to massive predators whose demise

was nearly unimaginable. It was Brodrick, the

paladin, who suggested investigating the house,

calling upon what he called the ‘righteous light’ to

light the interior of the deserted home. As

Gro’her pushed the rotting door nearly off of its

hinges, he gasped, for there the inside of the

home was vandalized from ceiling to floor. A

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strange mark that looked like a circle crossed with

lines was carved in random spots around the one-

room cabin and along the floors, drawn in

charcoal, was black scribbles. While Shadefoot

immediately began rummaging the house for

baubles to pocket, Shax pulled a hefty tome from

his magical satchel and began wandering around

the cabin muttering to himself, leaving Brodrick

and Gro’her to search the place on their own.

After several minutes of scanning the room,

Brodrick found a small book buried under several

upturned chairs, its cover drenched in dried

blood. Gro’her had no care for books and

suggested that the tome be dropped to the

maggots. Brodrick scolded the dwarf for his

bluntness and began skimming the book and

reading passages aloud to the party when he

found one interesting. Most of them appeared to

be the ramblings of the insane; sentences and

ideas without any purpose. However, near the

end, Brodrick found one of note. Excitedly, he

began reading it aloud, his voice slowing down to

a crawl as the horror within the pages became

more and more apparent.

“Oh, god, they’re dead. They’re all dead. It killed

them one by one and I don’t even remember how

it did it. It’s in my mind, it’s eating my thoughts

and making me drown in my fears; my fears of it. I

saw them yesterday. The people it killed. It hung

them up in the old oak tree. It cut their organs

out, then stuffed them back inside, only wrapped

in a thin cloth. I think it took the cabin’s currents,

but it doesn’t really matter now because they’re

all dead. He killed them. He watches me now, that

lithe lunatic. Is lunatic even correct? Would he not

have to be one of us in order for me to adeptly

brand him so? I’m so scared, but I dare not look

up, because I can feel it. He is watching me even

now. He is waiting for me to break. And he knows

I will. I know I will.”

Brodrick and Shadefoot were concerned by this

entry, and decided to search outside for the tree

that the diary spoke of. Though Shax was too

engrossed by his research, Gro’her went outside;

believing some fresh air outside of the mangy

cabin would do them all good. Shadefoot had

barely made a crack about the journal just being a

hoax when all three of them stopped in their

tracks, for just behind the house was a small oak

tree, and hanging off of the tree by fraying rope

were a dozen human-sized bags, ranging from

adult-sized to child-sized. As the trio stared in

horrified silence, a rotted tree branch gave way,

sending the bag that hung from it crashing into

the ground with a squished thud; the kind that

only a recently slain corpse could make. Brodrick

rushed towards the bag, Gro’her and Shadefoot

not far behind him. Cutting the bag open with his

sword rewarded Brodrick with the sweet, sickly

smell of rotting flesh, as well as a glimpse of a

horrified-looking human face; the face of a young

man in his prime. His body was covered with

bruises and slashes across his chest and legs;

more horrifying was that his mid-section was cut

open, his organs removed, and small burlap bags

placed in the cavity in their place. Shadefoot

gingerly picked up one of the sacs and untied it,

pouring the contents in his hand. He had to turn

around quickly and vomit, for a bloodied human

heart, twice as large as his tiny fists now coated

his hand with gore. Shadefoot dropped the heart

as his face greened; he turned away from the

corpse.

Gro’her barely had time to ask Brodrick who, or

what, he thought could have done such a violent

act when Shadefoot shot up and screamed in

horror, pointed towards the tree line. Brodrick

and Gro’her followed the halfling’s finger to see

what, from far away, looked like a human man at

first .He was wearing a black tunic with black

pants, though there was something exotic about

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his garb. However, the longer Gro’her started at

the mysterious individual, the more wrong it

seemed; its limbs were too thin, its arms were too

long, as from this distance, its face was distorted

so it had no visible features. Shadows descended

upon the creature until tendrils of shadow were

writhing from its back, and then, it was gone.

Gro’her and his companions breathed a small sigh

of relief before covering their ears in pain; directly

behind them, a shrill sound that reminded them

of a woman laughing pierced the area; only the

laughter was wrong, where a real laugh’s pitch

moved up and down in octaves as the laugher

inhaled and exhaled, this laugh was of a

continuing chord; as if the entity had no need for

breath. Gro’her swung around and immediately

knew two things; first, his prior assessment was

correct. The creature had no face; a blank slate of

skin covered where its eyes, nose, ears, mouth,

hair, and beard ought to be. Second, Gro’her now

knew fear.

Gro’her was paralyzed with fear at the sight of

the creature, its tentacles writhing about

menacingly, dark claws growing from its once

normal-looking hands. Brodrick charged the

monster, sword in hand, and began swinging at it

with all of his might, calling upon his god for

might. The creature wrapped its tentacles around

the lad and Shadefoot as well, but Gro’her found

his courage and hackled the appendage from the

beast, watching with satisfaction as the tentacles

disintegrated into dust.

“Get out of here!” Brodrick yelled as the

monster used its three remaining limbs to grab

him by his sword arm, his left leg, and his neck.

Brodrick swung in vain, and Gro’her watched in

horror as the blade passed right through the

monster, as if the creature didn’t even exist.

Gathering up the halfling, Gro’her ran towards the

cabin as quickly as his legs would carry him to

gather the elf; they needed reinforcements.

“Shax! Something’s attacking us! Hurry up and

…,” Gro’her stopped; the elf was dead, lying in a

pool of his own blood with a look of horror on his

face. Several neatly wrapped bags lay by his side,

also oozing blood, and what was normally a

spellbook was opened to its last page, featuring a

crude drawling of what could only be the creature

with a single word beneath it, ‘Slenderman.’

“Gro’her had no time to mourn the loss of his

companion, as the sound of metal at the doorway

caused him to spin around quickly. Brodrick stood

at the doorway, bleeding a bit and looking weary,

but alive.

“Brodrick! Yer alright!” Gro’her cried, but was

quickly taken aback when the paladin drew his

blade and thrust it towards him, missing only by

the old dwarf’s surprising agility. It was then that

Gro’her got a look at the paladin’s eyes; they

were glassed over and soulless.

“We lost’em, Shadefoot! Arm yerself!” Gro’her

yelled as he swung his axe will all of his might. The

pair traded blows, parry for parry, wound for

wound. Gro’her was panting; he was losing blood

fast and he knew it. With a mighty roar, he

plunged the axe into his former ally’s brain and

watched him collapse without a sound, his blood

intermingling with that of the elf. It was then that

Gro’her saw him; the creature, the slender man,

he was standing by the doorway, bobbing his

head back and forth with an eerie afterimage.

Shadefoot cried in fear. Again Gro’her roared as

he flung his hammer at the monster; it vanished

long before the weapon flew through the area

where it once had been. It appeared again almost

instantly, this time, several yards back from the

cabin; still watching. Shadefoot was on the floor,

bawling like a child. Gro’her grunted as he picked

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up Brodrick’s sword. He refused to go down to

this monster. He refused to let it kill him. He

refused to let the elf and the human boy die in

vain. He charged out of the cabin, towards the

monster, singing the songs of his clan as he

brought the blade down.

~~~(x)~~~

Shadefoot jumped to consciousness, his eyes

darting around. He appeared to be back in his

caravan wagon. He chucked to himself; it was

just a bad dream, brought on by a full stomach

before bedtime. He settled down when and

reached for his pipe when his hand bumped into

something small, cold, and wet. Curious, he

picked it up and brought it into his vision,

opening the caravan’s flap ever so slightly in

order to let the morning light flow inside.

It was a small, burlap sack; roughly as large as

his head, its bottom wet and sticky with blood.

Shadefoot’s breath stayed trapped in his chest

as he opened the satchel and allowed its

contents to drop onto the wagon’s floor; coarse,

mottled hairs from a bear, a set of long, pointed

ears, and a holy symbol, covered in blood. And

behind them, as if to erase any further doubts

from Shadefoot’s mind, three humanoid hearts

landed on the floor, each coated with blood.

Shadefoot screamed as he tumbled out of his

wagon and onto the ground. He looked up,

gasping for breath, and there, in the distance of

the woods, no, in the windows of a local home,

worse, peering out from the wagon in front of

him, was a tall man with a dark tunic, dark

pants, and no face.

~~~(x)~~~

~~~(x)~~~

~~~(x)~~~

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Chapter One: What is the Slenderman? Colloquially called ‘the Slender Man,’

‘Slenderman,’ ‘Slendy,’ ‘the Duke in White,’ and

‘the Lithe Gentleman,’ as far as monsters go, the

Slenderman is an extremely recent creation,

though some individuals view the creature as

being of German origin, coming from tales of

horrible, otherworldly men appearing from the

Black Forest. Created on a message forum as part

of a paranormal imagery contest1, the

Slenderman was originally depicted as a creature

that tried to lure children away from their parents

and devour adults that were foolish enough to

delve into its mythos. As time pressed onward,

the Slenderman became a famous on the internet

as a topic for Alternate Reality games and Indie

Horror Movies2 and eventually so many stories

sprung up around the Slenderman that an entire

mythos was centered on him, not too different

from H.P. Lovecraft’s famous Call of Cthulhu

mythos.

Now, first thing’s first and this really has to be

said. No matter how creepy some of those videos

look, no matter how spooked some of the blogs

or short stories make you, please remember this

one, vital thing. Slenderman is not real. He was

created by an author3; we have actual, empirical

evidence of this. Heck, his creator even did an

interview about his inspiration for the creature if

you’re willing to look for it! However, just because

Slenderman isn’t real, doesn’t mean he isn’t

creepy. Slenderman as an entity embodies some

of the most primal human fears; fear of people

1 No, I won’t link it here in this PDF; you can go Google

it yourself! 2 Again, these are easy to find on Google; I won’t give

you any names here. 3 The internet; invalidating our fears, one modern

urban legend at a time!

we don’t know (represented by his blank face)

and fear of the unknown. Part of his mystique is

his appearance; he’s human enough that he can

relate to him, but enough is wrong enough about

his appearance that viewers find horror, even

disgust in him.

Now that we have a bit about where the

Slenderman comes from out of the way, let’s talk

about the Slenderman himself. His motives, his

dreams, his desires, etc.. Well, to be frank, no one

knows. That is both the glory and the bane of

anything that is within the public domain; there

are so many stories within Slenderman’s mythos,

so many accounts, so many occurrences and

attacks that few authors are about to agree upon

his powers, let alone weaknesses. So, one of the

best places to start deconstructing the

Slenderman is within his established powers and

traits.

The Slenderman’s most heavily agreed-

upon power is his ability to move in a way

that is called ‘slenderwalking.’ This is a

movement akin to teleportation, as

Slenderman appears to have the ability to

move beyond the normal bonds of reality.

He can appear outside of the window,

hundreds of yards away one second that

appear down your hall on the second floor

as you turn your head. This makes it

incredibly difficult to run from the

Slenderman.

Slenderman is a killer, in some sense of the

word. If he doesn’t eviscerate you or impale

you upon a tree, he will probably instead

attempt to break your mind so that he can

use your body for an even darker purpose.

Such beings are called ‘proxies,’ and there

are different levels of proxy-hood,

depending on the storyteller.

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Slenderman has a particularly powerful

bond with water, fire, and forests. His

followers often reference arks, as in Noah’s

Ark, further tying him to water. Forests are

a logical tie-in, as Slenderman’s long, thin

limbs often allow him to resemble trees;

especially when he enters combat tentacle

mode (see below). People drowning,

possibly in their fears of the Slenderman, is

another common theme in slender stories.

Slenderman’s presence has odd effects on

people and their surroundings. Animals are

terrified of him; perhaps they can sense his

otherworldly nature. Regardless,

Slenderman often kills animals that could

serve as warnings to his real victims;

sentient, humanoid beings. In more modern

settings, he interferes with electronic

devices such as computers, televisions, and

most commonly, cameras. Such an effect is

called a distortion. Finally, exposure to

Slenderman causes illness, called the

slendersickness, and memory loss.

Slenderman is a subtle being and does not

often talk to or associate with his victims.

He appears to be unable or uninterested in

things that cannot see him, and you can

only see the Slenderman if he is targeting

you. He almost never makes a sound or

noise either.

Other than that, very little has been decided on

the Slenderman Mythos, and not every story

follows all of the rules listed above. For example,

in some stories, he willingly talks with and to the

protagonists, sometimes to atomsphere-

destroying effects. While theories have risen on

how to actually defeat the Slenderman, nothing

has been decided upon or endorsed by any one

particular author, so for now, the Slenderman is

essentially invulnerable.

So, now that you know a little bit more about

the Slenderman, you may be asking yourself,

“Why on earth would I want to challenge my

Pathfinder players with a nigh unkillable

monster?” Here’s my suggestion. Don’t do it

unless you’re going to play the Slenderman up.

Let’s face it, you have, in some stories, an entity

with cosmic-level powers in some incarnation.

Why should you present a monster like the

Slenderman to your players, only for them to be

mildly scared for several seconds before they

hack him into pieces and loot his corpse for loot?

Anyone who has ever experienced a Slenderman

tale knows that this is not the spirit of the

monster. So, here are some tips for using the

content in the Tome of Slenderotica:

1. Big Bad Evil Guy: If you’re going to use the

slenderman, he should be your adventure’s

primary antagonist (if not campaign’s). Your

players should feel threatened whenever

the Slenderman appears, and they should

run for the hills as he silently chases after

them. Now, this doesn’t mean you can’t

have dungeons or other random encounters

as the game progresses; there should be a

single, unifying monster that the players

(and their characters) feel a sense of

paranoia and dread whenever he appears.

2. Inform Your Players: If you’re going to craft

a situation like the one above, you NEED to

tell your players about it. Plenty of players

are power games, and a Slender Story has

no room for people who are going to be

upset when their game-winning

combination of feats has little to no effect

against the Slenderman. However, this is

one advantage to using the stat block

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provided here instead of using GM Fait as

the Slenderman’s powers; having a real stat

block means that the more rules-savvy of

your players may find a way to effectively

combat Slendy and buy themselves some

time. Either way, you should warn your

players what they are about to go through,

and always remind them that in a

Slenderman Story, running is usually the

best option.

3. The rule of creepy always wins. At its core,

a Slenderman Story is all about the creepy

factor. As a GM, you want to set the mood

with whatever tools you have available;

scary music, candle-lite tables, and

powerful, suspenseful roleplaying.

Remember what the Slenderman

represents; fear of the unknown, so play

that up to the best of your abilities. Magical

darkness, obscuring mists, and other similar

vision-inhibiters work wonders. Another

powerful tool is NPCs, more notably, helpful

ones. Playing a good Slenderman Game is

like trying to solve a mystery, except the

clues are scattered and many clues lead to

dead ends. The players should have allies in

their quest, if only for the most useful and

favored of them to mysteriously vanish or

become transformed into proxies before

their eyes.

4. No one likes an unwinnable game.

Remember to throw your bones every now

and then, for every act of despair, give your

players a moment of triumph. Victories

against proxies, acquisitions of knowledge,

and successful escapes from Slenderman

are all excellent ways to play out the events

involved in a Slenderman horror story.

5. Keep the characters scared but the players

entertained. Your goal, when playing a

horror game, isn’t to reduce your players to

sniveling children who are afraid to drive

their car to work each day. You want to

challenge them, you want the game to be

creepy, but the only people who should be

truly scared out of their minds are the PCs

themselves. To this end, the separation of

player and character is vital; players who

are amused, but cannot roleplay a truly

terrified character will not work in a

Slenderman game, and a player who is truly

terrified will probably end up frustrating the

other players as they slow the game down

with the player’s personal paranoia. It is

difficult to strike a balance in this regard,

but doing so lends itself to a highly amusing

game that everyone will enjoy.

6. Slenderman has a personal life. This last

one is the biggest trap for GMs running a

Slenderman game. Don’t overuse proxies

and the Slenderman. You’re still playing

Pathfinder and have a plethora of monsters

spread across several bestiaries and over

fifty adventure paths to use. Monsters

based off of Lovecraft (such as the soggoth

or the mi-go) are particularly effective, as

Slenderman’s background draws from

Lovecraftian roots.

Now, you have some tips in order to

successfully use the Slenderman, you’re missing

one important thing; Slenderman himself! In the

next chapter, I will presenting you with the stat

block for my Slenderman, as well as some

designer notes and choices on what picks I’ve

made.

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Chapter Two: Slenderman Stat Block “Far off in the distance, through the cover of the

forest canopy and several layers of underbrush

you can see a humanoid figure through the fog.

Though its proportions are similar to those of a

human, its body is hauntingly off; its body is too

tall, it’s limbs are too long, and most startlingly

of all it does not appear to have a face. Wearing

alien clothing that you have never seen before,

you blink your eyes to get a better look, and it is

gone from view; leaving you with the eerie feeling

that you are being watched….”

Slenderman CR 22

Chaotic Evil Large Outsider Initi +2; Senses blindsight 120 ft.; slendersight; Perception +23 (+47 vs. slendermarked creatures) Aura Aura of trauma (100ft., DC 32)

DEFENSE

AC 22 Touch AC 10 Flat-Footed AC 21 (-1 size, +1 Dex, +12 natural armor) HP 315 (30d10+150); regeneration 40 Fort +14 Ref +12 Will +25 Defensive Abilities all-around vision, freedom of movement, no breath; DR 22/—; Immune ability damage, bleed, critical hits, disease, energy drain, mind-affecting effects, paralysis, permanent wounds, precision damage, petrification, poison, polymorph; Resist acid 11, fire 11, electricity 11; SR 33

OFFENSE

Speed 55 ft. Melee 2 claws +29 (1d6+7; 19-20/x2), 4 tentacles +29 (1d6+7 plus grab (Large) and pull) Space 10 ft.; Reach 10 ft. (tentacles have 15 ft.) Special Attacks Constrict (1d6+7), eviscerate, pull (tentacles, 10 feet)

Spell-Like Abilities (CL 17th; concentration +20)

Constant —displacement At will—confusion (DC 21), dimension door (self plus up to 4 grappled creatures at 0 hp or less), fear

(DC 21), interplanetary teleport, invisibility, major image (DC 20), mirror image, modify memory (DC 23), mirage arcana (DC 22), plane shift

3/Day—dominate person (DC 22), greater invisibility, insanity (DC 24 ), sequester (DC 24) 1/Day—reverse gravity (DC24), time stop, wish

STATISTICS

STR 24 DEX 12 CON 18 INT 7 WIS 26 CHA 26 Base Atk +30 CMB +37 (+41 when grappling) CMD 40 Feats Bleeding Critical, Combat Reflexes, Critical Focus, Dimensional Agility, Dimensional Assault,

Dimensional Dervish, Dimensional Maneuvers, Eldritch Claws, Fleet, Greater Vital Strike, Improved Critical (claw), Improved Vital Strike, Skill Focus (Stealth), Toughness, Vital Strike

Skills Acrobatics +32, Escape Artist +32, Intimidate +34, Perception +23, Stealth +40; Racial Modifiers Perception +8 (+24 vs. a slendermarked creature)

Languages Aklo, Common (can’t speak)

SPECIAL ABILITIES

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Factual information on the Slenderman is

extremely unreliable, as many accounts have

been given and few of them come from sane men

and woman. Based on the legends, the

Slenderman stands between 7 and 10 feet in

height, and possesses thin, emaciated features. It

wears extremely exotic clothing that isn’t native

to any known region or country; some of the

scribes that research the Slenderman theorize

that his attire is proof that he heralds from

another world. His most shocking feature is that

he does not possess a face and some say that

when Slenderman prepares to attack, it

unsheathes long, spidery tentacles from its back

and its hands warp into horrid claws. The

Slenderman has never been known to speak to

any of its victims, though several accounts have

shown that it does have some degree of

understanding of mortal tongue and customs,

including one infamous account where a man

claimed to have temporarily stunned it by offering

him 20 gold pieces before running away in a

hurry.

Aura of Trauma (Ex): Creatures that can see the Slenderman have all abilities that make them immune to fear effects (such as a paladin’s aura of courage) suppressed for as long as the Slenderman is within 100 ft. of them. In addition, the creature must make a Will save (DC 32) or become frightened for 1d4 minutes and then shakened for 2d12 hours. A creature traumatized by this aura takes 1d4 points of Wisdom damage per 5 points that he or she failed their Will save by. Regardless of success or fail, a creature can only be affected by this aura once every 24 hours.

Eviscerate (Ex): Whenever the Slenderman deals damage with its constrict ability, the Slenderman immediately makes a free attack against the creature; success deals an additional 3d6 points of precision damage and 1 point of Wisdom damage.

Impossible Biology (Ex): The Slenderman can grapple a number of creatures equal to the number of tentacles it possesses. When using its grab ability, the Slenderman does not incur the normal penalty to combat maneuver checks made to maintain a grapple without gaining the grappled condition itself.

Marked by the Slenderman (Ex): Any creature that the Slenderman perceives immediately becomes slendermarked. Unlike normal creatures, a slendermarked creature can perceive the Slenderman and immediately contracts slendersickness (see below). Once slendermarked, a creature cannot become unmarked except by banishing the Slenderman; even dying and being resurrected will result in one being Slendermarked.

Regeneration (Ex): No form of attack can suppress the Slenderman’s regeneration; it regenerates even if disintegrated or slain by a death effect. If the Slenderman fails a save against an effect that would kill it instantly, it immediately vanishes from our reality, only to return to our reality 1d8 rounds later. The Slenderman returns with 40 hit points per round it spends in its own realm, up to its full hit points.

Slendersight (Su): The Slenderman does not possess eyes and is thereby immune to all attacks that require sight. Instead, it relies on its blindsight, which functions by perceiving mortals with damaged psyches. The Slenderman can only ‘see’ creatures with its blightsight ability that have currently taken at least 1 point of Wisdom damage or drain or that are suffering from a fear-related condition (shakened, frightened, panicked, or cowering) or creatures that have learned of its existence through some unfortunate chance. The greater the trauma, the more likely the Slenderman is to notice a victim, and multiple occurrences of these conditions make it even more likely that one will attract his attention.

Weird Reality (Su): For weird and alien reasons, the Slenderman is unable to enter an antimagic field or similar effect; when attempting to, he simply phases out of reality for 1 round before reappearing somewhere else. In addition, the Slenderman is immune to scrying attempts and any creature attempting to scry him must make a DC 32 Will save; failure wrecks the target with horrifying image of the Slenderman and deals 1d6+2 points of Wisdom damage to the creature; almost immediately attracting its attention.

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Perhaps the most unsettling thing about the

Slenderman is that normal people are completely

incapable of perceiving him. Likewise, normal

humanoids seem to be completely beneath the

Slenderman’s perceptive ability; however,

creatures that have experienced extreme mental

trauma or have unluckily discovered his existence

are quickly noticed, and the Slenderman’s hunt

begins. Based on all ‘recorded’ incidences, the

Slenderman is a creature of subtly if nothing else.

It prefers to sulk in the shadows, tantalizingly

remaining on the fringes of peripheral vision.

Using weird and strange occurrences, bouts of

paranoid depression, and a unique disease

colloquially called the ‘slendersickness,’ the

Slenderman quickly begins laying siege to his

victims’ minds, wearing down their mental

fortitude. It is when his prey is at their absolutely

weakest that the Slenderman swoops in, taking

them away; sometimes never to be seen again,

sometimes to be seen in pieces, and sometimes

transformed into a hollow shell, called a slender

proxy.

Most of the Slenderman’s victims are returned

as mutilated corpses; impaling them in trees and

removing their organs with surgeon-like precision

are all favorites of the Slenderman, as such

violent acts wreck the minds of the individual’s

loved ones, occasionally revealing themselves as

future prey for the Slenderman. A rare few

become slender proxies; individuals with no will

of their own. Slender proxies are created when

the Slenderman reduces a creature’s Wisdom

score to 0; instead of staying comatose, the

creature can awaken as a proxy under

slenderman’s complete control. See the various

proxy templates, found in Chapter Three of this

book, for more information on the various types

of slender proxies, their powers, and how they

are created.

The Slenderman (though some theorize that

more than just one exist) is all but completely

invulnerable to damage, and those lucky few who

do manage to slay it only stop it for a short while

before it returns once more, stalking its prey. The

Slenderman also appears to have reality-warping

abilities, including making doors go places they

should not, wiping memories, and changing the

very world around his victims. Many theories exist

on how to slay the Slenderman once and for all,

ranging from mass believe of its demise from all

slendermarked victims to banishing it away to

another, alternate material plane. Regardless,

once stalked by the Slenderman, virtually no

scholar in the world can help save you from your

fate; assimilate into Slenderman’s outstretched

arms or be forever torn apart.

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Author’s Notes: The Slenderman in and out of combat.

In this section, I will be providing some notes

and combat tips in order for a GM to play

Slenderman as the deadly abomination that we all

know and love!

What books do I need to own in order to

use the Slenderman? Realistically, just the

Pathfinder Core Rulebook. However, this

version of Slenderman was based after the

tarrasque, found in Bestiary 1, so that

wouldn’t hurt to own. Several of the

Slenderman’s ability keywords are found in

Bestiary 2 (for example, all-around vision),

so that book would be useful as well.

Finally, the Slenderman has several feats

that are found in Ultimate Combat; since

those feats are integral to its fighting style

and tactics, that book is also indispensable.

Why is the Slenderman’s DR have no way

to overcome it? Slenderman is an alien

entity from beyond our comprehension. As

a result, material from our dimension

cannot overcome its natural ability to

restore itself of bodily harm. Perhaps if

someone were brave (or foolish) enough to

try and enter the Slenderman’s realm, they

could recover some sort of material that

harms it the way that steel harms mortal

flesh, but such a task could inevitably prove

suicidal.

Why does the Slenderman have a lot of

randomly numbered scores? In the

Slenderman Mythos, repeating numbers are

a common theme to represent the

Slenderman. This is why you’ll see values

like a 55ft. movement speed, DR 11, or SR

33; in these examples, the digits repeat

themselves. This is more of a stylistic choice

rather than for balance.

When the Slenderman is reduced to 0 HP,

what happens? Upon being reduced to 0 hit

points, the Slenderman immediately

vanishes, as if it had cast interplanetary

teleport or plane shift. Unlike the normal

uses of his spell-like abilities, this doesn’t

provoke an attack of opportunity. Every six

rounds the Slenderman spends out of

combat regenerates 50 hit points as usual

for the creature; otherwise, the Slenderman

can return to pursue its prey as soon as it

feels that it has healed enough hit points to

continue the hunt.

Can you explain the aura of trauma ability

a little bit better? Of course. Basically,

whenever you see the Slenderman and it is

within 100 feet of you, you have to make a

Will save. Failure causes you to become

frightened for 1d4 minutes. After that

condition ends, you become shaken for

2d12 hours. If you fail your Will save by 5 or

more, you take 1d4 points of Wisdom per 5

you fail by. Fail by 6? 1d4 damage. Fail by

Type disease, see text; Save Fortitude DC 16 (cannot save against disease’s contraction; all slendermarked are permanently infected by this disease; even if normally immune to disease) Onset 1d3 days after being slendermarked; Frequency 1/day; Effect 1d3 Wisdom damage. Creature requires twice the number of hours of sleep/rest in order to regain spells per day, lost hit points, and ability damage; Cure none, successful save prevents the sickness’s penalties for the day, but the only way to truly be cured is to remove your slendermark, becoming unperceivable to the Slenderman.

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11? 2d4. Roll a natural 1? Ouch, depending

on your modifier, you could be looking at

6d4 Wisdom damage. Hello, slender proxy!

Now, as long as you are within the area of

the Slenderman’s aura, any fear immunities

you may possess from any source are

suppressed (this includes aura of courage,

and even effects like the mind blank spell).

This doesn’t nullify and bonuses you have

towards making saves against fear,

however, so said paladin still gets a +4

morale bonus on saving throws against the

aura of trauma (a character is their own

ally, after all!).

Okay, now with that out of the way, let’s look at

the Slenderman’s tactics. As you may have

noticed, the Slenderman’s AC is extremely low for

a CR 22 monster, and its hit points are over 80

points less than suggested for a 30 hit dice

monster; why, it has half the hit points of the

tarrasque! Well, first, the Slenderman is 3 CR

lower than the tarrasque, if that means anything

to you. Second, the Slenderman has a constant

displacement effect (50% chance to be missed)

and DR that cannot be overcome in addition to a

static regeneration 50, plus additional

regeneration when it is attacked. This adds up to

a monster who stays in the game primarily

through a combination of luck (miss chance) and

through massive healing of its own wounds.

Others may notice the Slenderman’s pitiful

damage. The logic behind this is simple; if a

creature can survive four tentacles, two claws,

and four eviscerates, chances are that the

Slenderman would have a better use for you than

simply impaling you on a tree or playing

Operation with your internal organs. Player

characters are almost always going to be

transformed into proxies if possible before they

are killed outright.

Against powerful creatures, the Slenderman

seeks merely to whittle its foes down with its

eviscerate; each attack deals Wisdom damage in

addition to its precision damage. The Slenderman

also enjoys spreading insanity into its victims,

destroying their resolve against its attacks. The

most likely creatures to be outright slain by the

Slenderman are those who are capable of saving

their fellows from its grasp; creatures that can

heal Wisdom damage or remove fear effects. In

the meantime, the Slenderman is content to allow

its slendersickness and aura of trauma to slowly

destroy its victims minds before going for the kill,

and victims have been known to suffer for

months; sometimes years at the hands of the

Slenderman.

In combat, the Slenderman uses its Dimensional

feats to devastating effect, using its ability to cast

dimensional door at will as both its primary mode

of movement and primary ambushing technique.

It then attempts to establish a grapple on its foes

so it can either eviscerate its enemies or inflict

major Wisdom damage to its foes; both outcomes

are favorable to the Slenderman. In rare cases,

the Slenderman will use its powers to dominate

its enemies or, when it really wishes to induce

paranoia, alter a creature’s memories to the point

where it cannot recall pivotal events.

No one knows why the Slenderman does what

it does. While it is able to understand mortal

speech to a degree, it does not (or possibly

cannot) talk on its own, which works greatly in its

favor when spreading fear and paranoia.

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Chapter Three: Slender Proxies "We didn’t want to go; we didn’t want to kill

them, but its persistent silence and outstretched

arms horrified and comforted us at the same

time.”

Mortals have a habit of getting themselves

involved with malevolent creatures or, in the

worst scenarios, creatures that do not care for

their existence. The Slenderman is such a

creature, though with whatever amount of

intelligence that the creature possesses, it does

see the value in mortal servants. Mortals who

serve the Slenderman, either willfully or

unwillingly, are known as proxies, and their

appearance, cognitive abilities, function to the

Slenderman, and names vary from source to

source.

While the Slenderman’s powers are vast and

there is a good chance that there are many more

types of proxies then those described here, there

are four major types of proxies; Proxy Agents,

Sleeper Proxies, Hollowed Proxies, and Revenant.

Each type of proxy is described below, as well as a

guide as to how to create the proxy.

Proxy Agent A proxy agent is a creature that willingly chooses

to serve the Slenderman. Because of this willing

choice, the Slenderman sees no need to actually

bestow any power to a proxy agent, and as such,

a proxy’s abilities are as any other humanoid of its

type, based on its class levels. Any creature

capable of intelligent thought (intelligence score

of 3 or higher) is able to become a proxy, though

the Slenderman is more likely to aid and respond

to proxies that are humanoids or monstrous

humanoids, as well as some of the more

otherworldly aberrations.

Hollowed Proxy In contrast, a hollowed proxy is a creature that is

unable to think on its own. Hollowed proxies are

theorized to be completely unable to think for

themselves or take any course of action; they are

treated as having no intelligence or wisdom score

for the purpose of effects.

Creating a Hollowed Proxy: A hollowed proxy is

created when a creature who has taken at least 1

point of Wisdom damage form one of the

Slenderman’s abilities (either aura of trauma or

eviscerate) has their Wisdom score reduced to 0.

Then, in a special ritual that requires 1 full hour,

the Slenderman can spend one use of its

dominate person spell-like ability to transform the

individual into a hollowed. In most cases, the

Slenderman will bring a worthy candidate into

whatever hellish place it hails from in order to

perform the ritual in peace.

Once transformed into a hollowed, it is difficult to

return a creature’s mind to it. In order to do so,

the creature’s Wisdom score must be restored to

its full value; regardless of its actual Wisdom

score, the proxy treats its Wisdom score as 0 until

it is restored to normal.

The Slenderman can sense its hollowed proxies,

and it is immediately alerted when one is on the

road to recovery. In some cases, it will attempt to

retrieve the proxy, and in others it will ignore the

proxy’s plight; seeing it as a chance to begin the

hunt for the freed proxy once more.

Quick Rules: +1 to all Strength-based, Dexterity-

based, and Constitution-based rolls (including

damage rolls and hit points); no Wisdom or

Intelligence scores; immune to mind-affecting

abilities, use Charisma instead of Wisdom for Will

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17

saves; can cast dimension door as a spell-like

ability at will.

Rebuild Rules: A hollowed proxy must be a

humanoid or monstrous humanoid with a base

intelligence score of 3 or greater. The hollowed

proxy’s Intelligence and Wisdom scores become

0. The proxy gains a +2 bonus to Strength,

Dexterity, and Constitution and gains the ability to

cast dimension door as a spell-like ability at will

with a caster level equal to their hit dice. In

addition, a hollowed proxy is mindless, making

them immune to mind-affecting abilities. Because

of their lack of a Wisdom score, a hollowed proxy

uses their Charisma modifier in place of their

Wisdom score when determining their Will save.

This increases the creature’s CR by +1.

Sleeper Proxy Perhaps more dangerous than an agent proxy

or a hollowed proxy combined, a sleeper proxy is

an individual who does not realize that they are

under the Slenderman’s control. They have their

free will, their normal minds, and often don’t

remember their encounters with the Slenderman.

Then, when it best suits its dark purposes, the

Slenderman can trigger its proxy, transforming

the once sentient and willful proxy into a sleeper

proxy. As a sleeper, the proxy will perform

whatever tasks the Slenderman desires, including

selling out or murdering their dearest friends.

Creating a Sleeper Proxy: Creating a sleeper

proxy is identical to creating a hollowed proxy,

except as follows. After transforming the

individual into a hollowed proxy, the Slenderman

must spend 24 hours using it’s modify memory

ability to scour the creature’s mind of whatever

information that could help the creature recall its

struggle with the Slenderman. Following this

period, the Slenderman returns the creature to a

place it is familiar with, and then finishes the

ritual by using its wish ability. The creature goes

about its business, abet confused as to why it is in

a new location. Otherwise, the creature functions

as if it were not proxy; it doesn’t have the CR

increase either, nor does it have access to its

normal abilities.

The Slenderman can, from any location (including

alternate planets and planes), trigger any number

of sleeper proxies as a free action, transforming

them into hollowed proxies. It must then go

about the methods described above to

retransform those hollowed proxies into sleeper

proxies.

If the sleeper proxy is targeted by break

enchantment or similar spell, the caster must

make a caster level check against the

Slenderman’s SR; success removes the effect

entirely (including the sleeper proxy template);

failure reverts the creature into a sleeper proxy.

Without any directions, however, it will appear

like the spell has backfired and the creature has

been rendered comatose; a DC 35 Spellcraft check

(or Knowledge: arcana) will reveal the truth,

however; that the creature’s mind has been

tampered with by something.

Quick Rules and Rebuild Rules: As a hollowed

proxy. These benefits do not apply while the

creature is a sleeper proxy (under its own willful

volition instead of the Slenderman’s).

Revenant The most dangerous of any of the Slenderman’s

mortal minions, the revenant is a literal avatar of

the Slenderman’s powers. They gain many of the

Slenderman’s near magical abilities and act as his

champions in the mortal realm. Like agents, they

are completely devoted to their master of their

own free will, and only agent proxies can become

revenants. Although some revenants pretend to

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18

understand the Slenderman’s motivations, most

are given only extremely broad and simple

commands and are allowed to execute these

commands to the best of their considerable

abilities.

Creating a Revenant: In order to create a

revenant the former agent must prove that they

are of considerable worth to the Slenderman, for

the process that transforms a mortal into a

revenant is a lengthy, dangerous and taxing to the

Slenderman. Once the Slenderman has decided to

transform the individual into a revenant, no force

can prevent the transformation. The Slenderman

takes the revenant to its world; the hellish

domain between places. Then, it permanently

extracts a bit of the revenant’s soul; it’s ties to

humanity, and casts them to roam the Dark

Tapestry. This process is a lengthy one, and

requires two weeks’ worth of using its wish spell

like ability on the creature. During this time, the

soon-to-be revenant is aware, but its body is in

temporal stasis, frozen in excruciating pain for the

duration of the procedure.

Once this time has passed, the creature emerges

as a revenant, gaining considerable power from

the Slenderman. The creature will then serve its

master to the best of its abilities. In extremely

rare cases, some revenants will attempt to leave

the Slenderman’s fold. This is an outrage to the

Slenderman, and leaving causes the creature’s

soul to become forever disassembled and lost

between the stars, transforming them into a

hollowed proxy (see above), except that only a

wish or a miracle can restore them. If such a

revenant is restored, the Slenderman will no

doubt pursue them with unearthly determination

to make them pay for their insolence.

Quick Rules: +2 on Strength-based, Dexterity-

based, and Constitution-based checks (including

damage and hit points); can use the Slenderman’s

spell-like abilities at a caster level equal to its hit

dice.

Rebuild Rules: A revenant must be a humanoid or

a monsterous humanoid with a base Intelligence

score of 3 or greater. Increase the creature’s

physical ability scores by +2. In addition, the

creature can cast the following spell-like abilities

at will, using its hit dice as its caster level:

dimension door (self only plus up to one grappled

creature at 0 HP or less), displacement, invisibility,

major image, mirror image, modify memory, and

plane shift.

In addition, the revenant also gains DR 11/lawful

and good, SR equal to 11 + their hit dice, and

energy resistance 11 against fire and cold. This

template increases the creature’s CR by +2 if they

have less than 5 hit dice, by +3 if they have 6

through 11 hit dice, or by +4 if they have 12 or

more hit dice.

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Chapter Four: Incorporating Slenderman Well, now that you have the statistics block for

the Slenderman and a short guide as to how to

create mortal minions to serve him, the gears are

no doubt spiraling around in your head as you

devilishly try to plan the best ways to use

Slenderman in your adventures. Spook your

friends! Scare your parents! Make priests believe

that you’re possessed and warrant an exorcism!

All that jazz. Well, in this chapter I am going to

provide a few tips onto how those of us whose

heads don’t move so quickly can use the

Slenderman in a game effective. And who knows?

These inspirational tips could make for one of the

best horror games that you and your friends have

ever played! So let’s get down to business.

#1 - Don’t forget who’s in charge. This is more for

the GM then the players. A good GM isn’t going to

simply splash the Slenderman into a game

without thought. First of all, he’s nearly

indestructible as it is, and he creates a never-

ending urge to hunt down those whom he marks.

It doesn’t make very well for a one-shot monster

encounter, as I mentioned above. If you’re going

to introduce the Slenderman, be prepared for the

long-haul. Players themselves can’t effectively

ward him off without being able to cast the high-

level spell antimagic field, and even that doesn’t

suppress his aura of trauma ability.

#2 – Introduce him at a fairly low-level. The

Slenderman is even more terrifying when the

players are utterly helpless against him. He’s still

scary when enemies can start to beat the

Slenderman down into the ground by reducing his

hit points to 0, as when he comes back, it makes

the players realize that they’re essentially wasting

their precious resources on fighting him; no

matter how many spell slots they use, or rounds

of rage that go by, the Slenderman can only be

stalled; never truly stopped. This needs to be

played up as much as possible; don’t give your

players any true reprieve from the Slenderman’s

presence. Just as soon as he’s down, make him

reappear somewhere off in the distance, quietly

watching his prey for the chance to strike, when

their guard is even further down.

#3 – Reward Experience: Escaping the

Slenderman should reward some experience. If

you note in the stat block, there is no actual

experience total for the Slenderman. This is

intentional. It’s up to the GM to decide how much

experience the party’s last tussle with the

Slenderman is worth, but here’s how I would rate

it:

If the party simply flees from the Slenderman,

they earn XP as if from a creature with a CR equal

to their APL – 2.

If the party fights the Slenderman before

fleeing, they earn XP as if from a creature with a

CR equal to their APL – 1.

If the party reduces the Slenderman to half of

its hit points before fleeing, they earn XP as if

from a creature with a CR equal to their APL.

If the party manages to reduce the Slenderman

to 0 hp, they earn XP as if from a creature with a

CR equal to their APL +1.

Ultimately, however, it is up to the GM to

decide how much experience a group earns from

its encounters with the Slenderman.

#3 – Make banishing the Slenderman a real

challenge. I’ve given a few suggestions on how

the players could unmark themselves from the

Slenderman, but there are many creative ways a

GM could go about this adventure. Regardless of

what you go for, the ultimate result should be

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that the players are fighting for their survival,

with their ultimate goal being either to find a way

to stop, kill, or thwart the Slenderman. As a

villain, the Slenderman has motivation; it just isn’t

keen on sharing the information with lesser

mortals. As the players dive all the deeper into

the Slenderman Mythos, they should become all

the more familiar with the monster; what it

wants, its powers, and most importantly, how to

stop him.

The players should face hardship, and every

success should bring many setbacks alongside of

it. That way, when the players finally succeed,

their victory is all the sweeter.

Now, to end this chapter, I am going to offer a

potential “timeline of events” that a GM may

decide to go for when running a Slenderman

horror story in their campaign.

The PCs decide to investigate the

seemingly random disappearances of

local men, woman, and children in a small

village on the outskirts of a reportedly

haunted wood. It is not a bad idea for the

GM to give their party an NPC for the next

event.

The players run into something that alerts

them of the Slenderman’s existence. This

could be an old cabin, like the one in the

prologue that is filled with strange

markings and signs, or it could simply be

one of the Slenderman’s mass victims

sites. Either way, the players should

attract the Slenderman’s attention in

some way. Usually, at this lower-leveled

and experience point in the story, the

players will try to attack and defeat the

Slenderman. The Slenderman should

either heavily wound the party or outright

kill an NPC, if the GM opts to allow the

party to bring one along. Another

terrifying then that the GM could do is

transform said NPC into either a sleeper

proxy or an agent revenant.

After their encounter, the party becomes

plagued by the Slenderman. They all

become Slendermarked and they see him

wherever they go. They ultimately fail

their mission, whatever it was that sent

them into the forest in the first place, and

the local residents think them to be mad

when they start rambling about people

watching them. When the players finally

leave the village, the horrors they’ve

encountered follow them out with

outstretched arms.

From here, the story is mostly player-

driven. You want your players to do their

best to try and learn more about the

creature that stalks them. Seeking out

libraries and ancient sages are all

excellent options. But for every one step

of progress, there should be a dead end in

the way. For example, maybe the party

manages to recover a single book from

the library before Slenderman (or his

followers) burn the place to the ground,

only to find that the book is missing

pivotal pages of information. Perhaps

when the players finally reach the sage

they’ve been seeking, he’s already dead;

clearly murdered by the Slenderman. But

in light of his death, some notes he left

behind prove useful. While a Slenderman

story is dark, it should not be entirely

hopeless, for without hope, your players

will get bored rather quickly and may

simply give up on your entire adventure.

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Chapter Five: Player Options And what fun would a Slenderman campaign be

without some additional player options to go

along with it?

Wildblood (Archetype) The wildblood sorcerer first appeared in

Pathfinder’s Ultimate Magic. The option

presented below is an addition to that archetype.

As described in Ultimate Magic, when selecting

the Wildblooded Archetype, you must select the

appropriate associated bloodline in order to gain

the mutated bloodline described below. You use

the normal bloodline’s class skill, bonus spells,

and bonus feats, and the mutated bloodline’s

bloodline arcana. You also use the normal

bloodline’s bloodline powers, except where the

mutated bloodline replaces one of those powers.

Slendertouched Your alien taint stems from the fact that someone

in your family was a slender proxy at some point;

perhaps it was you….

Associated Bloodline: Aberrant. Bloodline Arcana: Whenever you cast a spell of the polymorph subschool with yourself as the target, you immediately gain the frightful presence ability (Pathfinder Bestiary, pg. 300) for the spell’s duration. Bloodline Powers: Your strange powers allow you to move beyond the boundaries of this world. Slender Step (Sp): Starting at 1st level, you gain the limited ability to move through space and time, reappearing in a new location. As a move action, you immediately teleport from your starting space and move up to your speed into any space that you can see. This movement is a teleportation effect and moving in this manner

removes the grappled and pinned condition, as well as the entangled condition. If you use this ability while prone, you remain prone in whatever space you arrive in. This movement is not affected by difficult terrain or any other effects that alter your movement speed. You must end your movement in a legal space. You can move a number of 5-ft. squares with this ability each day equal to 3 + your Sorcerer level.

Character Traits First introduced in Pathfinder’s Advanced Player’s

guide, Character Traits add for additional ways to

customize your player’s characters for the

challenges and themes at hand. Follow the

normal rules for Character Traits found in the

Advanced Player’s Guide when determining if a

character can select one of the traits listed below.

Fighter Mentality (Social): When it comes to

fight or flight situations, you are a fighter; willing

to stare down your enemies and strike at them

with your all; regardless of how terrified you are.

When you are shaken, frightened, panicked, or

cowering, you take no penalties to attack rolls. In

addition, while panicked, you can attack normally

instead of taking the total defense action.

Fleeing Instinct (Social): You are easily spooked,

and in hopeless situations, your first instinct is to

run for the hills. When you are shaken,

frightened, panicked, or cowering, you gain a

+10ft. trait bonus to you speed and a +2 trait

bonus to your AC against attacks of opportunity

made while fleeing.

Paranoid (Social): You are easily spooked and

always on the lookout for things that terrify you.

You take a -2 penalty on saving throws against

fear effects, but gain a +1 trait bonus on Reflex

saves and a +2 trait bonus to your initiative.

Page 22: The to Me of Slender Man

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