Sliver Ecology

  • May 2020
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SLIVER Slivers are an awe inspiring race of chitin and sinew, connected through an alien, unfathomable hive mind directed by the Sliver Queen and her numerous Princes. Most slivers are simple workers, the soldiers of the hives. They patrol the miles of hive-tunnels, repairing them, and building new ones. The soldiers also defend the hive, swarming together in a massive horde to overrun any threat to their Queen. The typical sliver is encased in smooth, interlocking, mottled charcoal grey and black chitin armor that covers a hard body of muscle and sinew with thick bones. This design makes the slivers very hard to kill. Their bodies are thick, wedge shaped serpents, at their widest at the shoulders, where two single jointed talon-arms join the body. The talon-arms fold up against the body, much like the arms of a praying mantis. Only the slivers talons are razor sharp and smooth. Their heads are also wedge shaped, narrowing to a blunt point in the front. Two horns split the top of the wedge, with ridges running down the horns onto the face. These ridges contain the eyes of the slivers, which glow with a dim inner luminescence, even in pure darkness. Most slivers have a unique ability to enhance other slivers with abilities that mimic their own. This trait makes the slivers a truly dangerous foe to face in great numbers. These traits and abilities often shape the sliver into different forms and colors. For example, the Feathered Sliver has frills of soft, downy feathers and wings that stretch out from their sides to the undersides of their talon-arms. Their voracious appetite for flesh of any kind, combined with the hive mind intelligence, and the natural, cunning instincts born to them, make them a threat to all civilization.

LORE The following information about slivers can be obtained with a successful Nature check. DC 15: Slivers are natural creatures, a product of survival of the fittest, although no one is sure where they came from in the first place. DC 20: Sliver hives are created in a two-step process. The first step is to tunnel through earth and stone. The slivers then coat the rough tunnels with a thick substance that hardens and is shaped into the ridged patterns of the hive. DC 25: Slivers have the ability to share traits and abilities between themselves. Killing the sliver providing the aura is a quick way to even the odds in an encounter. DC 30: The Sliver Queen and her Brood Slivers are the source of all slivers. Slay them, and you might save the world, instead of a whiny cheerleader.

DM Notes

SLIVER JUVENILE

Slivers are a dangerous and difficult foe that will test the limits of your players knowledge of battle tactics and how well they work together. These slivers are designed to be more dangerous than a typical foe of the same level. I suggest removing the Double Strike ability if the players are having a difficult time with the encounters. Finally, the XP values listed are not the same as the DMG. I have created a new list that makes all XP values divisible by five to help speed up encounter budgeting.

The sliver juvenile is believed to be the sliver larva, the young that will eventually grow in size and power, assimilating the traits of slivers around them as they mature into adulthood. Juveniles that mature without any influence from other more powerful slivers, become Sliver Soldiers. The juveniles have little regard for their own safety, throwing themselves recklessly at any threat they perceive. Sometimes the threats are their own siblings. Their chitin is smooth and is the typical mottled charcoal grey and black, which blends in well with the chitin-like substance they excrete to create their hive tunnels.

ACIDIC SLIVER The acidic sliver has mottled green and black chitin armor. They prefer to wait in hiding and ambush their foes, but they often overestimate their ability to survive in melee combat. Once bloodied, the acidic sliver begins to look for a way out, in case the battle goes against them. They continue to use their acidic blood and spit it at foes as they retreat.

Acidic Sliver

Level 1 Elite Artillery

Medium natural beast (sliver) XP 200 Initiative +3 Senses Perception +9; low-light HP 52; Bloodied 26 Speed 6 Action Points 1 AC 15; Fortitude 15, Reflex 16, Will 13 Resist Acid 2 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Acid Orb (standard, at-will) ♦ Acid Ranged 10; +5 vs Reflex; 1d6+3 acid damage and all creatures in a burst 1 around the target takes 3 acid damage. Acid Burst (immediate reaction when bloodied) ♦ Acid Close burst 1; +5 vs Reflex; 2d6+6 acid damage. The acid burst happens again, as an immediate reaction when the acidic sliver is reduced to 0 hit points. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Unaligned Languages Unknown Skills Perception +9, Stealth +8 Str 10 (+0) Dex 16 (+3) Wis 8 (-1) Con 14 (+2) Int 8 (-1) Cha 13 (+1) Equipment none

Sliver Juvenile

Level 1 Minion

Small natural beast (sliver) XP 25 Initiative +3 Senses Perception +4; low-light HP 1; Bloodied Speed 6 AC 15; Fortitude 12, Reflex 15, Will 13 Talon (standard, at-will) +6 vs AC; 4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Unaligned Languages Unknown Skills Perception +4, Stealth +8 Str 10 (+0) Dex 17 (+3) Wis 8 (-1) Con 12 (+1) Int 8 (-1) Cha 13 (+1) Equipment none

Sliver Artwork

SLIVER LURK

Sliver Soldier

The lurk is a juvenile that didn't grow into a soldier. Instead, they remained small and their chitin darkened, giving them better concealment amongst the hive tunnels and in the shadows. They prefer to strike from the flanks, retreating if a strong foe turns their attention on the lurk.

Medium natural beast (sliver) XP 100 Initiative +2 Senses Perception +4; low-light HP 30; Bloodied 15 Speed 6 AC 17; Fortitude 15, Reflex 13, Will 13 Talon (standard, at-will) +8 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +4, Stealth +6 Str 17 (+3) Dex 13 (+1) Wis 8 (-1) Con 14 (+2) Int 8 (-1) Cha 13 (+1) Equipment none

Sliver Lurk

Level 1 Lurker

Small natural beast (sliver) XP 100 Initiative +5 Senses Perception +4; low-light HP 24; Bloodied 12 Speed 6 AC 15; Fortitude 12, Reflex 16, Will 13 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The lurk makes two talon attacks against a single target. Instinctive Shift (immediate reaction, at-will) The lurk can shift 1 square after dealing damage. Combat Advantage The lurk deals +1d6 damage if they have combat advantage. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Unaligned Languages Unknown Skills Perception +4, Stealth +10 Str 10 (+0) Dex 17 (+3) Wis 8 (-1) Con 14 (+2) Int 8 (-1) Cha 13 (+1) Equipment none

SLIVER SOLDIER The soldier is the backbone of the hive. They maintain the hive tunnels, build new tunnels, and patrol the miles of corridors and chambers, defending their hive to the death. The smooth chitin armor that plates their body has thickened since growing to maturity, growing faint ridges that strengthen the sliver overall and help guard it from physical harm. Sliver soldiers are almost as reckless as the juveniles. They charge into the fray, heedless of danger unless held back by the hive mind. Despite this recklessness, there is a method to their attacks. Without direction from the hive mind, the soldiers will attempt to separate and surround a single target. The soldiers are able to secret a thick syrupy substance that they spread along the hive tunnel walls. The excretion begins to hard once exposed to air, giving the soldiers a short period of time in which they shape it into the ribbed shapes that gives them superior mobility in their hives.

Level 1 Soldier

ENCOUNTER GROUPS The low level slivers are great for introducing unsuspecting players to the slivers, without revealing the terrible dangers that await them in the future, when more powerful slivers with encounter altering auras begin to surface. The first encounter is a solid fight, for any group in a typical hive chamber. The second encounter focuses on the similarity of appearance between the lurks and juveniles, making the encounter more dangerous.

Barbed Sliver

Level 2 Soldier

Medium natural beast (sliver) XP 120 Initiative +3 Senses Perception +4; low-light HP 38; Bloodied 19 Speed 6 AC 18; Fortitude 15, Reflex 14, Will 14 Talon (standard, at-will) +9 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Barbed Chitin Aura 10; Slivers gain a +2 bonus to damage rolls. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +7 Str 18 (+5) Dex 14 (+3) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 14 (+3) Equipment none

Sliver Artwork

Level 1 Encounter (500 xp) ♦ Sliver Soldier x3 (lvl 1 soldier) ♦ Sliver Juvenile x4 (lvl 1 minion) ♦ Acidic Sliver x1 (lvl 1 artillery) Level 2 Encounter (650 xp, Difficult) ♦ Sliver Lurks x4 (lvl 1 lurker) ♦ Sliver Juveniles x10 (lvl 1 minion)

BARBED SLIVER The barbed sliver has an altered chitin armor, which is covered with spiky protrusions on the outer surfaces of their chitin armor, which cut and gash into their foes. This increases the damage they deal. Other slivers around them grow the spiky protrusions as well, increasing their damage with melee attacks. The barbed slivers try to stay in the front lines of combat, granting their aura to as many of their allies as possible, while guarding the slivers behind them.

DEATHBLOOM SLIVER The deathbloom sliver is solid black and covered with patches of an eye searing violet fungus, called deathbloom. Spores constantly drift in the air around the deathbloom sliver, infecting other slivers with the symbiotic fungus. Deathbloom slivers prefer to hang back, using their fungal rot ability to launch a cloud of spores against foes. They also have no qualms about killing one of their own allies to trigger the fungal bloom that regenerates the sliver. They especially like to surround themselves with sliver juveniles, knowing that the weak creatures will likely be the first to die, providing patches of the regenerative fungus.

Deathbloom Sliver

Level 2 Controller

Medium natural beast (sliver) XP 120 Initiative +4 Senses Perception +5; low-light HP 38; Bloodied 19 Speed 6 AC 16; Fortitude 14, Reflex 15, Will 13 Regenerate 3, Resist Poison 5 Talon (standard, at-will) +7 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Deathbloom Aura 10; Any sliver in the aura reduced to 0 HP, rapidly decays and leaves behind a burst 1 zone of deathbloom fungus. Slivers that enter the zone or begin their turn in the zone, gain Regeneration 2 until the end of their next turn. The zone lasts until the end of the encounter or it is destroyed. The zone has AC 10, 5 hp, and suffers only one point of damage from attacks that are not energy based. Any non-slivers that enter the zone or begin their turn in the zone are attacked by the Deathbloom disease (see inset below). Once a creature has been attacked by the fungus, they are immune to any further attacks. Fungal Rot (standard, at-will) ♦ Poison Ranged 10; +6 vs Fortitude; 1d10+3 poison damage Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +9 Str 10 (+1) Dex 17 (+4) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 13 (+2) Equipment none Deathbloom (Lvl 4 Disease) The deathbloom disease incubates for a week after infection before any symptoms are displayed. The initial effect weakens the character and a black fungus begins to grow in the crevices upon their body, such as between the toes. If left unchecked, the fungus eventually covers the entire body, rendering the person helpless and unconscious before finally killing them. Skill: Endurance or Heal (by a character other than infected) Improve: DC 19 Maintain: DC 15 Worsen: DC 14 or lower Initial Effect : Target is weakened. Worsen: Target is slowed. Final State: Target dies.

QUILLSTRIKE SLIVER

Swift Sliver

The quillstrike sliver is mottled green and brown with a thick mane of quills running down its back and tail, ending in a bundle of quills at the end of the tail. It prefers to live above ground amongst the woodlands where it hunts meat for the hive, taking it back to feed the Queen and her Brood. The quillstrike sliver prefers to keep on the move, using its ranged attack if possible. When threatened by a single foe, they rely on their talons, but if they're surrounded by three or more foes, they use quill burst.

Medium natural beast (sliver) XP 120 Initiative +6 Senses Perception +5; HP 36; Bloodied 18 Speed 8 AC 14; Fortitude 13, Reflex 17, Will 13 Talon (standard, at-will) +7 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Swift Aura 10; Slivers that begin or end their turn in the aura gain a +2 speed bonus until the end of their next turn. Slivershift (minor, at-will) The swift sliver may shift up to 2 squares as a minor action. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +9 Str 10 (+1) Dex 17 (+4) Wis 8 (+0) Con 12 (+2) Int 8 (+0) Cha 12 (+2) Equipment none

Quillstrike Sliver

Level 2 Artillery

Medium natural beast (sliver) XP 120 Initiative +4 Senses Perception +10; low-light vision HP 32; Bloodied 16 Speed 6 AC 14; Fortitude 14, Reflex 15, Will 13 Talon (standard, at-will) +9 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Growth of Quills Aura 10; All slivers in the aura, gain Quill Burst as an encounter power as described below. Quill Burst can only be used as an immediate reaction the first time the sliver is bloodied and only deals 1d6+3 damage. Quill Strike (standard, at-will) Ranged 10/20; +9 vs AC; 1d10+3 damage Quill Burst (standard, at-will) Close burst 1; make a basic ranged attack (Quill Strike) against each target in the burst. This attack deals 1d6+3 damage to each target hit. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +10, Stealth +9 Str 12 (+2) Dex 16 (+4) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 12 (+1) Equipment none

SWIFT SLIVER The swift sliver has a sinuous, lithe body with smooth armored chitin plates that are more flexible then those of their kin. This gives them more agility and they use it to race along the ground. Their coloring matches that of the soldiers, making them a little harder to pick out of a group.

Level 2 Skirmisher

ENCOUNTER GROUPS The low level slivers were pretty basic, with no auras or complex special abilities. This next set of slivers however, adds some unique auras into the mix, which can really spice up an encounter if used strategically. The following groups provide some examples of how a single aura can alter an encounter. Level 2 Encounter (640 xp) ♦ Deathbloom Sliver x2 (lvl 2 controller) ♦ Sliver Soldier x2 (lvl 1 soldier) ♦ Sliver Juvenile x8 (lvl 1 minion) Level 2 Encounter (590 xp) ♦ Quillstrike Sliver x2 (lvl 2 controller) 240 ♦ Sliver Soldier x3 (lvl 1 soldier) 300 ♦ Sliver Juvenile x2 (lvl 1 minion) 50 Level 2 Encounter (640 xp) ♦ Swift Sliver x2 (lvl 2 skirmisher) 240 ♦ Sliver Juvenile x16 (lvl 1 minion) 400 Just remember to not mix too many auras together in the same encounter at the same time. It can create a headache for yourself, trying to track all the auras, and make the encounter two to three times more difficult.

FLAMEWROUGHT SLIVER The flamewrought sliver lives in the deepest and hottest parts of the hive. They utilize their body heat to keep the larva and egg sacs warm when not defending the hive. Their chitin shells range from a deep, dark red at the tail to bright fiery orange and yellow striations along their upper chest and head. The tips of their talon-arms are scorched black. The flamewrought aura is one of the more dangerous auras. It adds additional fire damage to each slivers melee attacks. The flamewrought sliver prefers to hang back, far enough to use its ranged attack, but close enough to aid its allies.

Flamewrought Sliver

Level 3 Artillery

Medium natural beast (sliver) XP 160 Initiative +6 Senses Perception +5; low-light vision HP 38; Bloodied 19 Speed 6 AC 15; Fortitude 14, Reflex 17, Will 13 Resist Fire 5 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Boiling Blood Aura 10; All slivers in the aura deal an additional 2 fire damage with melee attacks. Fire Bolt (standard, at-will) ♦ Fire Ranged 10/20; +8 vs Reflex; 1d10+3 fire damage and the target suffers 2 ongoing fire damage (save ends) Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +11 Str 10 (+1) Dex 20 (+6) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 12 (+2) Equipment none

GUARD SLIVER The guard sliver spends most of its time guarding the egg chambers and larva pits in the hive. Occasionally, they will be sent out to aid other slivers against particularly difficult foes. Their head spikes have flattened and bent to the sides a little, creating wing like armor for their necks. These head plates deflect blows that would behead most other slivers. Their coloring matches that of the sliver soldiers.

The guard sliver prefers to fight in narrow corridors where it can control movement through the passage. If that's not available, having a swift sliver around greatly increases the guard slivers mobility and capability to defend its brood mates against any enemies.

Guard Sliver

Level 3 Brute

Medium natural beast (sliver) XP 160 Initiative +2 Senses Perception +5; low-light vision HP 54; Bloodied 24 Speed 6 AC 16; Fortitude 16, Reflex 13, Will 14 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Guardian's Bulwark Aura 10; All slivers in the guardians aura gain a +2 aura bonus to all defenses, including AC. Mark (minor, at-will) Close ranged 10; +6 vs Reflex; The guard sliver marks a target within line of sight, spitting a globule of pheromone at the target. The guard sliver can have two targets marked. Guardian's Stance (move, at-will) The guard sliver can enter or exit the guardian's stance as a move action. The stance increases the guard slivers AC and Reflex, adding a +2 stance bonus to both. In addition, if an adjacent marked target shifts away from the guard sliver, the guard sliver can shift 1 square as an immediate reaction. Finally, the guard slivers speed is reduced by 2 while using the guardian's stance. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +6 Str 18 (+5) Dex 12 (+2) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 14 (+3) Equipment none

SHADOW SLIVER The shadow sliver lurks in the dark, unlit corridors of the hive where few but their own breed tread. Their chitin armor is a mottle charcoal grey and black, perfectly blending in with the hive walls. Shadow slivers love to wait, curled up in nooks and crannies along the walls and ceilings, waiting for a foe to pass beneath them before "turning out the lights" with their darkness ability. Shadow slivers are also one of the few slivers with true dark vision.

Shadow Sliver

Level 3 Lurker

Medium natural beast (sliver) XP 160 Initiative +6 Senses Perception +5; dark vision HP 46; Bloodied 23 Speed 6 AC 17; Fortitude 14, Reflex 16, Will 14 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Shadow's Gift Aura 10; Any sliver that begins their turn in the aura, gains concealment and a +5 aura bonus to Stealth until the end of their next turn, while they are in dim light or darker. Lightsbane (standard, encounter) ♦ Arcane, Shadow Close burst 10; The shadow sliver weaves threads of shadow from the night sky and dims all light in the area of effect. This creates a zone until the end of the encounter that dampens all bright light to dim light and dim light to pure darkness that only shadow slivers can see through. Magical light cast after the shadow weaving increases the lighting conditions by one step. Combat Advantage Shadow slivers deal an additional +2d6 damage against targets they have combat advantage. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +5, Stealth +11 Str 12 (+2) Dex 20 (+6) Wis 8 (+0) Con 14 (+3) Int 8 (+0) Cha 14 (+3) Equipment none

Sliver Artwork

SLIVER MYRMIDON

ENCOUNTER GROUPS

WHISPER SLIVER

The sliver myrmidon is one of the low level elite soldiers that defend the hive, lead assaults on threats to the hive, and guard the Sliver Princes. Their chitin shells are smoother and more polished than all but the Sliver Prince and Sliver Queen chitin, colored with a variety blue hues. Dark blue plates cover the top of their head, back and side of the body and tail, while lighter hued chitin plates are weaved together in a dazzling pattern on the their chest and underside. The myrmidons are skilled leaders, given a measure of selfdetermination separate from the hive mind. They try to guard their brood mates with their guardian strikes, keeping their foes pinned with fierce, impaling attacks. Their ferocity in battle often inspires other slivers to strive harder against their foes.

Mid-level slivers open up numerous possibilities and can drastically increase the danger the PC's face in each encounter. Even adding a single sliver to an existing encounter midway will alter the fight and keep the adventurer's on their toes. For example, just adding the sliver myrmidon into a level two encounter from above, creates a much more dangerous encounter, where even the juveniles are a threat. Level 3 Encounter (840 xp) ♦ Deathbloom Sliver x1 (lvl 2 controller) ♦ Sliver Juvenile x4 (lvl 1 minion) ♦ Sliver Myrmidon x1 (lvl 3 elite soldier) ♦ Sliver Soldier x3 (lvl 1 soldier)

The whisper sliver is a terrible foe, whispering dark words and insane babbling into the minds of their foes. Many an armsmen has fallen to the knowledge these insidious creatures whisper into their heads. The phantoms created by the whisper slivers are ephemeral echoes of the slivers around them. However, believing in the phantoms causes the illusionary wounds they inflict to become real. Whisper slivers prefer to let others do the hard work of attacking foes in melee. They sit back in the shadows and use their echoes of agony while waiting for the best time to create their phantom army.

Sliver Myrmidon

VILE SLIVER

Level 3 Elite Soldier (Ldr)

Large natural beast (sliver) XP 320 Initiative +3 Senses Perception +10; low-light vision HP 96; Bloodied 48 Speed 6 Action Points 1 AC 20; Fortitude 20, Reflex 14, Will 16 Talon (standard, at-will) +10 vs AC; 1d10+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Lesser Leadership Aura LOS; All slivers within line of sight of the myrmidon gain a +1 leadership bonus to attack and damage rolls. Guardian's Strike (immediate reaction, at-will) The sliver myrmidon may make a talon attack against an enemy that moves out of an adjacent square as an immediate reaction. If the attack is successful, the sliver stops the targets movement. Impale (standard, recharge 5, 6) +10 vs Fortitude; 3d6+8 damage and the target suffers 5 ongoing damage (save ends) Take the Initiative (move, encounter recharge 6) Close ranged 10; The sliver myrmidon takes the initiative from the hive mind and slides two slivers up to 3 squares each, directing them to advantageous positions or out of danger. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +10, Stealth +7 Str 18 (+5) Dex 12 (+2) Wis 8 (+0) Con 14 (+6) Int 8 (+0) Cha 16 (+4) Equipment none

Whisper Sliver

Vile slivers secrete a poisonous, acidic substance from their mottled green and black chitin shells. It drips frequently from between the serrated ridges that fill the sides of their mouths. Vile slivers prefer to wade into battle, striking with their acid coated talons. This lets other, weaker slivers, take advantage of the vile aura provided by the vile sliver.

Vile Sliver

Level 4 Brute

Medium natural beast (sliver) XP 200 Initiative +6 Senses Perception +6; low-light vision HP 66; Bloodied 33 Speed 6 AC 16; Fortitude 18, Reflex 14, Will 16 Resist Acid 5 Talon (standard, at-will) +7 vs AC; 1d10+4 acid damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Vile Gift Aura 10; All slivers in the aura gain a basic ranged attack that deals 1d6 + Dexterity modifier acid damage. The attack bonus for this attack is equal to Level + 5 Vile Spit (standard, encounter) ♦ Acid Close blast 3; +9 vs Reflex; 3d8+4 acid damage and all targets hit suffer an additional 5 ongoing acid damage (save ends) Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +6, Stealth +11 Str 12 (+3) Dex 18 (+6) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 15 (+4) Equipment none

Level 4 Controller

Medium natural beast (sliver) XP 200 Initiative +6 Senses Perception +6; low-light vision HP 56; Bloodied 28 Speed 6 AC 14; Fortitude 14, Reflex 15, Will 16 Talon (standard, at-will) +6 vs AC; 1d6+3 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Dark Whispers Aura 10; All slivers in the aura gain the following ability: Voices (Aura 1): Any non-sliver in the aura is subjected to the alien hive mind of the slivers. The incomprehensible and unknowable cacophony of whispers starts to drive the creature insane. Non-slivers take 5 psychic damage at the start of their turn while they are in the aura. Echoes of Agony (standard, at-will) ♦ Psychic, Illusion Ranged 10; +8 vs Will; 1d6+4 psychic damage and the target is dazed until the end of their next turn Phantoms (standard, encounter) ♦ Psychic, Illusion The whisper sliver creates phantom images of each sliver in its aura. These slivers have the same stats and attacks as the slivers they copy, but they are treated as 1 hp minions and deal minimum talon damage with each attack. Creatures damaged by the phantom sliver make a save with a bonus equal to their wisdom modifier at the end of their turn. If they fail the save, the damage becomes real. Otherwise it goes away. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +6, Stealth +11 Str 12 (+3) Dex 18 (+6) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 20 (+7) Equipment none

ZOMBIE SLIVER

FLAMESCARRED SLIVER

The zombie sliver is seldom seen. They are not created by the Sliver Queen or her Brood. Instead, they are the result of necrotic energy seeping into the world from the Shadowfell and raising the corpse of a slain sliver into the zombie sliver. Despite their current state of undeath, the slivers retain enough of a connection to the hive mind that they return to the hives. They are seldom welcomed willingly by the slivers and are often slain. Weaker hives will accept them for the strength they bring, but stronger hives fear them for their ability to convert slivers into weak shadows of themselves.

Flamescarred slivers have dark red and black chitin shells that glow fiery red and orange with inner heat, concentrating on the tips of their talon-arms. Like the flamewrought slivers, they can spit a bolt of flame at long distances, but they can also clash their talons together and spray a gout of flame from their mouth to blast numerous foes in front of them.

Flamescarred Sliver

Level 5 Elite Artillery

XP 200 Initiative Always 1 Senses Perception +6; HP 66; Bloodied 33 Speed 4 AC 16; Fortitude 18, Reflex 14, Will 16 Talon (standard, at-will) +6 vs AC; 1d10+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Necrotic Leech Aura 10; All slivers in this aura gain the ability to feed off the living as they deal damage. Any melee attacks dealt by a sliver in the aura, deals +1d4 necrotic damage. The sliver heals an amount equal to the bonus necrotic damage. In addition, any slivers slain in the aura that leave a corpse behind, rise up the next turn as zombie sliver minions. They have no aura and their talon attacks deal 4 damage. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +6, Stealth +8 Str 20 (+7) Dex 12 (+3) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 16 (+5) Equipment none

Medium natural beast (sliver) XP 480 Initiative +0 Senses Perception +11; low-light vision HP 104; Bloodied 52 Speed 6 Action Points 1 AC 19; Fortitude 20, Reflex 15, Will 15 Talon (standard, at-will) +12 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Boiling Blood Aura 10; All slivers in the aura gain Resist Fire 2 and deal an additional 2 fire damage with melee attacks. This bonus th increases to Resist Fire 5 and +1d6 fire damage at 11 level st and Resist Fire 15 and +2d6 fire damage at 21 level. Fire Bolt (standard, at-will) ♦ Fire Ranged 10/20; +10 vs Reflex; 1d10+4 fire damage and the target suffers 2 ongoing fire damage Cinderflame (standard, recharge when first bloodied) Close Blast 3; +10 vs Reflex; 3d10+4 fire damage to each target in blast. Targets hit by the attack also suffer 5 ongoing fire damage. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +11, Stealth +12 Str 12 (+3) Dex 20 (+7) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 16 (+5) Equipment none

ENCOUNTER GROUPS

SLIVER PRINCE

The fourth level slivers add a few new choices to the mix, but nothing too powerful or complex. Higher level slivers in the next few pages will really start to open up encounter design.

The Sliver Prince is typically encountered deep in established hives, but occasionally, they will venture forth against particularly tough foes to help lead the slivers into battle. The princes have a measure of self-awareness and the ability to act independently of the hive mind. This makes them difficult foes to battle, if you're expecting typical sliver tactics. In addition to their unorthodox tactics, they are massive creatures with strength to rival the titans.

Zombie Sliver

Level 4 Skirmisher

Medium natural aberration (undead sliver)

Level 4 Encounter (880 xp) ♦ Vile Sliver x1 (lvl 4 brute) ♦ Whisper Sliver x1 (lvl 4 controller) ♦ Guard Sliver x 3 (lvl 3 brute)

Their chitin armor is bright silver in color with slashes of platinum white jagged strokes across their torso and head plate. The glow of their eyes shine like molten gold amongst treasures of silver. Sliver Princes often enjoy wading into the thick of battle, since they lack any natural ranged attacks and this lets them put their Sliver Fury and Impale abilities to the best use. The retinues and guards for a prince often include slivers like the flamescarred sliver and vile sliver. They also include a sliver warden or two as well, to provide the prince an escape route, should the battle go against them. Since the prince has a measure of self-awareness, they also known and understand fear, but hide it well from the Hive Mind.

Sliver Prince

Level 5 Solo Soldier

Large natural beast (sliver) XP 1200 Initiative +8 Senses Perception +6; low-light vision Speed 8 Action Points 2 HP 264; Bloodied 132 AC 23; Fortitude 23, Reflex 17, Will 17 Leader, Resist All 5 Talon (standard, at-will) +12 vs AC; 1d10+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Lesser Aura of Command Aura Line of Sight; All slivers in sight gain a +2 leadership bonus to attack and damage rolls. Sliver Fury (standard, at-will) Close Burst 2; +12 vs AC; 3d6+4 damage and targets hit are dazed until the end of their next turn. Impale (standard, recharge 5 6) Melee 2; +12 vs AC; 2d8+4 damage and make a secondary attack against the same target. Secondary Attack; +10 vs Reflex; 1d8+4 damage and the target is immobilized and suffers 5 ongoing damage (save ends both). The target is also knocked prone. While a target is Impaled, the Sliver Prince cannot use Double Strike, Sliver Fury, or move. This also makes the Sliver Prince and their target immune to push, pull, and slide. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +6, Stealth +11 Str 25 (+9) Dex 18 (+6) Wis 8 (+1) Con 18 (+6) Int 8 (+1) Cha 18 (+6) Equipment none

SLIVER WARDEN The sliver warden is rarely seen outside of the hive and almost always accompanies the Sliver Prince. Their chitin and hide is a mottled charcoal grey and dull silver and their eyes glimmer gold in the darkness. They prefer to let other slivers get into melee combat, using their abilities to hinder their foes movement.

Sliver Warden

Level 5 Controller

Medium natural beast (sliver) XP 240 Initiative +4 Senses Perception +11; low-light vision HP 64; Bloodied 32 Speed 6 AC 19; Fortitude 17, Reflex 15, Will 18 Talon (standard, at-will) +10 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Bristlespike Aura Aura 10; All slivers that begin their turn in the aura shed chitin bristles continuously. Squares adjacent to slivers in the aura are considered difficult terrain. Venom Strike (standard, at-will) ♦ Poison Ranged 10/20; +9 vs Fortitude; 1d10+4 poison damage and the target is immobilized until the end of their next turn. Acid Retch (standard, recharge 6) ♦ Acid Close Blast 3; +9 vs Reflex; 1d10+4 acid damage and the target suffers 2 ongoing acid damage. In addition, the squares targeted become a zone of difficult terrain that deals 1d6 acid damage to any creature that begins their turn in the zone and for each square moved within the zone. The pools of acid last until the end of the encounter. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +11, Stealth +9 Str 18 (+6) Dex 14 (+4) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 20 (+7) Equipment none

The veteran slivers make up the majority of the slivers in a well established hive that faces little competition in the surrounding area. This is usually because the slivers have eradicated all that competition.

Veteran Sliver Soldier

ENCOUNTER GROUPS Level 5 Encounter (1200 xp) ♦ Veteran Sliver Soldier x3 (lvl 5 soldier) ♦ Flamescarred Sliver x1 (lvl 5 elite artillery) Level 5 Encounter (1160 xp) ♦ Vile Sliver x1 (lvl 4 brute) ♦ Veteran Sliver Soldier x3 (lvl 5 soldier) ♦ Sliver Warden x1 (lvl 5 controller)

VETERAN SLIVER SOLDIER The veteran sliver is one that has survived for many years, grown larger and more fearsome and survived many battles. Their chitin and hide continue to be a mottled black and charcoal grey, but it has become thicker and battle scarred over the many years. The ridges along their talons have also become serrated, allowing them to inflict grievous wounds that bleed the life out of their victims.

Level 5 Soldier

Medium natural beast (sliver) XP 240 Initiative +5 Senses Perception +11; low-light vision HP 64; Bloodied 32 Speed 6 AC 21; Fortitude 17, Reflex 15, Will 16 Talon (standard, at-will) +12 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Veteran's Bulwark Aura 10; All slivers that begin their turn in the aura may reduce the number of squares they are moved by push, pull, or slide powers by 1. This effect is cumulative with any other Veteran Sliver Soldiers in the encounter. Serrated Talons (standard, recharge 6) +12 vs AC; 3d6+4 damage and the targets suffers 5 ongoing damage (save ends). Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +11, Stealth +8 Str 18 (+6) Dex 13 (+3) Wis 8 (+1) Con 16 (+5) Int 8 (+1) Cha 15 (+4) Equipment none

Level 7 Encounter (1680 xp) Very Hard! ♦ Sliver Prince x1 (lvl 5 solo) ♦ Sliver Warden x2 (lvl 5 controller)

EARTHBORER SLIVER The earthborer is the grunt that does all the digging for new sliver hives. They secrete a solution behind them as they burrow through earth and stone that hardens the surface to support the next step of creating a sliver hive. Their hides are pitted and rough and very thick, due to the nature of what they do for the Hive. Earthborers are almost never encounter above ground. They much prefer to be underground, digging tunnels and will burrow to escape a fight, unless the Hive itself is under attack. They are also one of the first signs of an impending migration of slivers. Brood slivers will send the earthborers ahead of the soldiers, to dig the chambers and tunnels for the Hive.

Earthborer Sliver

Level 6 Elite Brute

Huge natural beast (sliver) XP 560 Initiative +3 Senses Perception +7; tremorsense HP 176; Bloodied 88 Speed 4, Burrow 6 Action Points 1 AC 20; Fortitude 23, Reflex 14, Will 18 Talon (standard, at-will) Reach 2; +9 vs AC; 1d10+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Earthborne Aura 10; Any sliver that begins their turn in the aura gains Earthwalk, Burrow 6, and Tremorsense until the end of their next turn. Brutal Smash (standard, recharge 5 6) Reach 2; +11 vs AC; 3d8+4 damage and push target three squares. Target is then knocked prone. st Tremors (immediate reaction when 1 bloodied, encounter) Close Burst 5; +9 vs Fortitude; 3d8+4 damage; targets hit are pushed 1 square and knocked prone. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +7, Stealth +8 Str 24 (+10) Dex 10 (+3) Wis 8 (+2) Con 18 (+7) Int 8 (+2) Cha 15 (+5) Equipment none

Earthborer Secretions The secretions of the earthborers are prized by miners and dungeon architects across the world. Harvesting a single set of glands from the earthborer can provide enough fluid to strengthen the stone walls of a small keep.

FEATHERED SLIVER

SLIVER WRAITH

SHOCK SLIVER

The feathered sliver is a rare sight in the skies. They're the closest thing you'll find to a loner amongst the hive mind of the sliver race. They don't live as long as the others do, since you're more likely to encounter one or two by themselves rather than with other slivers. The feathered sliver has two feathery membranes that stretch beneath their talon arms and attach to the side of their rib cage, much like ancient pterodactyls. Their hides are mottled white and pale sky blue with silver glimmers in their eye ridges. The feathered talons favored tactics are to hover just out of range of melee attacks and use their wind slash while providing their allies the ability to fly. Occasionally they will swoop down from the sky to use their thunder slash on bloodied targets.

The sliver wraith is an abomination amongst the sliver race, much like the sliver zombie. They are rarely welcomed into a hive, though a Brood Sliver or Prince may keep some in a nearby tomb or crypt where they feed off death and decay. The insubstantial sliver wraiths have the appearance of rotting sliver corpses with pustules of bile and decay all over their chitinous charcoal grey hides. Their favored tactics are to lie in wait, hiding in a wall or the ground. They burst into melee, using their Reaper attack before being bloodied, after other slivers have caught the attention of their foes. Once bloodied they will shift to the most advantageous position to use their reaper attack again and fade away into the surrounding terrain, to make hit and run attacks.

The shock sliver is a platinum white and gold sliver covered in arcane runes that crackle with arcs of eldritch lightning. Whether they're the result of arcane experimentation by spellcasters or the Sliver Queen herself or just a natural evolution, no one knows. These slivers are very dangerous however. Their speed is unmatched and their ability to assume the form of a lightning elemental makes them dangerous and difficult foes to overcome. Shock slivers prefer to let other slivers engage their foes and then utilize their superior speed and mobility to strike from unexpected angles and then speed away in their lightning elemental form to strike again.

Feathered Sliver

Sliver Wraith

Shock Sliver Level 6 Artillery

Medium natural beast (sliver) XP 280 Initiative +6 Senses Perception +12; low-light vision HP 60; Bloodied 30 Speed 6 (clumsy), Fly 8 (Hover) AC 18; Fortitude 19, Reflex 17, Will 17 Talon (standard, at-will) +13 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Bond of Wings Aura 20; Any sliver that begins their turn in the aura gains Fly 8 (clumsy) until the end of their next turn. Wind Slash (standard, at-will) Range 10/20; +13 vs AC; 1d10+4 damage and target knocked prone. Thunder Slash (standard, recharge 6) ♦ Thunder +11 vs Fortitude; 3d8+4 and target is dazed until the end of their next turn. The feathered sliver may move up to their fly speed while performing this attack. This movement does not cause any opportunity attacks. Whirlwind (immediate reaction when first bloodied, encounter) Ranged Burst 3; +11 vs Reflex; 3d6+4 damage and targets hit are knocked prone. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +12, Stealth +11 Str 20 (+8) Dex 16 (+6) Wis 8 (+2) Con 16 (+6) Int 8 (+2) Cha 16 (+6) Equipment none

Level 6 Elite Lurker

Medium natural aberration (undead sliver) XP 280 Initiative +12 Senses Perception +7; darkvision HP 116; Bloodied 58 Speed 8; phasing Action Points 1 AC 22; Fortitude 19, Reflex 21, Will 16 Necrotic Talon (standard, at-will) ♦ Necrotic +11 vs AC; 1d10+4 necrotic damage and the sliver wraith heals the same number of hit points. Double Strike (standard, at-will) The sliver makes two necrotic talon attacks against a single target. Wraith Touched Aura 10; Any sliver that begins their turn in the aura and deals damage to an enemy, becomes insubstantial until the end of their next turn. Soul Harvest (immediate reaction to killing target, recharge 6) +9 vs Fortitude; creates a sliver wraith of the same level as this sliver. The newly created sliver wraith begins with onequarter of their maximum hit points. Reaper (standard, recharge when first bloodied) Close Burst 1; Make a necrotic talon attack at +9 vs AC against all enemies in burst. The sliver wraith may shift up to three squares before or after the attack. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +7, Stealth +13 Str 12 (+4) Dex 20 (+8) Wis 8 (+2) Con 16 (+6) Int 8 (+2) Cha 14 (+5) Equipment none

Level 7 Skirmisher

Medium natural beast (sliver) XP 320 Initiative +9 Senses Perception +7; low-light vision HP 77; Bloodied 38 Speed 10 AC 21; Fortitude 17, Reflex 19, Will 17 Shock Talon (standard, at-will) +12 vs AC; 1d8+5 lightning damage and if the shock sliver has combat advantage, deal 3 lightning damage to every enemy up to 3 squares away. Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Static Charge Aura 10; Any sliver that begins their turn in the aura deals an additional +2 lightning damage with melee attacks until the end of their next turn. Disperse (standard, encounter) ♦ Lightning The shock sliver changes form into a lightning elemental and may shift up to their speed, even through occupied squares. Any enemy shifted through suffers 1d6 lightning damage and is immobilized until the end of their next turn. The shock sliver disperses into the ground until the end of their next turn when they reform into their natural shape. Thundershock (standard, encounter) ♦ Lightning, Thunder Close Blast 3; +8 vs Reflex; 3d8+4 lightning and thunder damage to each creature in blast. Any creature hit is dazed until the end of their next turn. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +7, Stealth +12 Str 16 (+6) Dex 19 (+7) Wis 8 (+2) Con 13 (+4) Int 8 (+2) Cha 16 (+6) Equipment none

SLIVER MARTYR

Whipvine Sliver

The sliver martyr is specially bred by the Brood Slivers and the Sliver Queen in times of great danger for the Hives. The martyrs grow to maturity in a matter of hours, but they pay for this by living brief and painful lives. The rapid growth takes its toll on the creatures and kills them off after a week. The sliver martyrs hide is the same mottled charcoal grey and shadow of the soldiers, but it is twisted and scarred from the painfully quick growth. Madness lurks in their eyes and their movements are ungainly and stilted, but still dangerously strong.

Large natural beast (sliver) XP 320 Initiative +6 Senses Perception +12; low-light vision HP 76; Bloodied 38 Speed 6, burrow 6, climb 6 AC 21; Fortitude 18, Reflex 17, Will 17 Talon (standard, at-will) +12 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Aura of Thorns Aura 10; Any sliver that begins their turn in this aura gains a damage shield that deals 2 ongoing poison damage (save ends) to attackers that hit the sliver with melee attacks. Poison Lash(standard, at-will) ♦ Poison Reach 10; +10 vs Fortitude; 1d8+5 poison damage and target is slowed (save ends) Entwine (standard, recharge 6) Reach 10; +10 vs Reflex; 1d8+5 damage and target is immobilized (save ends). The whipvine sliver may slide the immobilized target up to five squares each time the target fails their saving throw, up to 10 squares away from the sliver. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +12, Stealth +11 Str 18 (+7) Dex 16 (+6) Wis 8 (+2) Con 12 (+4) Int 8 (+2) Cha 16 (+6) Equipment none

Sliver Martyr

Level 7 Minion

Size natural beast (sliver) XP 80 Initiative +2 Senses Perception +7; low-light vision HP 1 Speed 6 AC 23; Fortitude 19, Reflex 15, Will 17 Talon (standard, at-will) +12 vs AC; 6 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +7, Stealth +9 Str 20 (+8) Dex 12 (+4) Wis 8 (+3) Con 14 (+5) Int 8 (+2) Cha 16 (+6) Equipment none

WHIPVINE SLIVER The whipvine sliver looks more like a plant than a sliver. Ropy tendrils of vines and roots burst out of and entwine the mottled green and brown chitin hide of the whipvine sliver. Its eyes glimmer an earthy green in the shadows. The whipvine sliver serves as a scout for the slivers when they travel overland, using their natural camouflage to hide. They prefer to avoid close quarters combat, using their burrowing vines to immobilize and sap the strength of their foes from afar.

ENCOUNTER GROUPS Level 7 Encounter (1600 xp) ♦ Whipvine Sliver x 1 (Lvl 7 controller) ♦ Sliver Martyr x 8 (Lvl 7 minion) ♦ Shock Sliver x 2 (Lvl 7 skirmisher)

Level 7 Controller

EARTHROT SLIVER The earthrot sliver is the corpse of a sliver risen from the dead and animated by necrotic energy. It is covered with lesions and rotting flesh oozes beneath the scarred and pocked chitin armor. A sickly green light emits from its eye ridges. Earthrot slivers are usually found in packs near battles in which numerous slivers were slain and left to rot on the battlefield. Few scavengers can stomach the acidic and rotten stench of sliver flesh.

Earthrot Sliver

Level 8 Soldier

Medium natural undead (sliver) XP 360 Initiative +2 Senses Perception +8; low-light vision HP 86; Bloodied 43 Speed 6 AC 24; Fortitude 20, Reflex 16, Will 17 Resist Necrotic 5, Vulnerable Radiant 5 Talon (standard, at-will) +15 vs AC; 1d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Earthrot Aura Aura 10; Any sliver that begins their turn in this aura gains Resist Necrotic 5 and deals an additional +2 necrotic damage on successful attacks. Any non-sliver that begins their turn in the aura suffers 1d6 necrotic damage. Necrotic Bite (standard, recharge 4 5 6) ♦ Necrotic +13 vs Fortitude; 2d6+4 necrotic damage and target is immobilized (save ends). If target is already immobilized, they are stunned until the end of their next turn. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +8, Stealth +10 Str 20 (+9) Dex 12 (+5) Wis 8 (+3) Con 14 (+6) Int 8 (+3) Cha 14 (+6) Equipment none

Level 7 Encounter (1600 xp) ♦ Earthborer Sliver x1 (Lvl 6 elite brute) ♦ Whipvine Sliver x2 (Lvl 7 controller) ♦ Sliver Martyr x5 (Lvl 7 minion) More artwork needed.

Artwork

FRENZY SLIVER

Sliver Royal Guard

The frenzy sliver is thin and wiry, moving at great speeds and attacking from the shadows when it can. It's chitin is mottled grey and black with splotches of virulent red. Frenzy slivers are often too chaotic to be controlled by the Hive Mind of the slivers, which makes them very unpredictable.

Large natural beast (sliver) XP 800 Initiative +4 Senses Perception +13; low-light vision HP 160; Bloodied 80 Speed 6 Action Points 1 AC 26; Fortitude 22, Reflex 16, Will 19 Healing Surges 2 Leader, Resist All 5 Talon (standard, at-will) +16 vs AC; 2d6+4 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Veteran's Bulwark All slivers in sight gain a +2 bonus to all defenses. Thundering Strikes (standard, recharge 6) ♦ Thunder Close Burst 2; +14 vs AC; 1d6+5 thunder damage against each creature in burst. Target knocked prone on hit. Guardian's Salve (standard, encounter) Reach 2; Spend a healing surge to allow a bloodied sliver other than itself to heal as if they spent a healing surge. This ability can be used twice per encounter. Ripping Slash (immediate reaction to being flanked, at-will) +16 vs AC; 2d6+8 damage and target cannot shift until the end of their next turn. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +13, Stealth +10 Str 20 (+9) Dex 12 (+5) Wis 18 (+8) Con 14 (+6) Int 18 (+8) Cha 12 (+5) Equipment none

Frenzy Sliver

Level 8 Lurker

Medium natural beast (sliver) XP 360 Initiative +13 Senses Perception +8; low-light vision HP 66; Bloodied 33 Speed 8 AC 22; Fortitude 18, Reflex 20, Will 18 Talon (standard, at-will) +13 vs AC; 5 damage Double Strike (standard, at-will) The sliver makes two talon attacks against a single target. Frenetic Aura Aura 10; Any sliver within the aura may shift up to three squares as an immediate reaction to a sliver in the encounter dropping to 0 hp. Instinctive Shift (immediate reaction, at-will) The lurk can shift 1 square after dealing damage. Blurred Slivershift (minor, at-will) The swift sliver may shift up to 2 squares as a minor action and gains concealment. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +8, Stealth +14 Str 17 (+7) Dex 20 (+9) Wis 8 (+3) Con 12 (+5) Int 8 (+3) Cha 17 (+7) Equipment none

SLIVER ROYAL GUARD The Royal Guard slivers have platinum and adamantine colored chitin that is glasslike in its appearance. Their eye ridges glitter like diamonds. The talon arms are keen and smooth bladed, unlike the serrated edges of the more common sliver types. They stand over ten feet tall and are as big around as an ogre. The Royal Guard are very rarely more than a chamber or two away from the Sliver Queen. They are the eternal guardians of the Queen of the Hive Mind, evolved from the Sliver Princes. They prefer to stand their ground in narrow corridors where their bulk prevents most foes from slipping past and keeps them within range to use Guardian's Salve on their kin.

Level 9 Elite Soldier

THE SLIVER QUEEN The Queen of the Slivers is a majestic and grand creature, beautiful in her ruthlessness, ferocity, and angled lines. Unlike her sons, she has four sets of paired talons and eight distinct gemlike eyes set in her eye ridges, giving her a spider like appearance. Her chitin is a silver mirror-finish, unmarred by any signs of wounds or aging. Most of the time, her body is ensconced in a massive cocoon, which produces sliver eggs. However, when rouses, she emerges from the cocoon and readily takes the fight to those that threaten her. Her favorite tactic is frenzy and bite several foes, wearing them down and then using her thunderous screech to scatter and smash them against the walls of the Royal Chamber. This allows her to use her threatening reach on any foes attempting to close in on her each round.

Sliver Queen

Level 10 Solo

Large natural beast (sliver) XP 2500 Initiative +11 Senses Perception +15; low-light vision Speed 8, burrow 8 Action Points 2 HP 400; Bloodied 200 AC 24; Fortitude 18, Reflex 20, Will 22 Saving Throws +5 Resist Acid 10, Poison 10 Talon (standard, at-will) Reach 3; +17 vs AC; 2d6+4 damage Frenzy (standard, at-will) The Queen makes two talon attacks. Greater Aura of Command All slivers in sight gain a +3 leadership bonus to attack and damage rolls. This bonus is lost for the duration of the encounter once the Sliver Queen becomes bloodied. Shifting Aura As a minor action, the Sliver Queen can choose any sliver aura and apply the effects of the aura to herself only, even if that sliver is not present in the Hive or in the encounter. Rending Bite (minor, at-will) ♦ Acid Reach 3; +15 vs Fortitude; 1d6+4 acid damage and the target suffers 5 ongoing acid damage (save ends). The target also suffers a cumulative -1 penalty to AC. Thunderous Screech (standard, recharge 6) ♦ Thunder Close Blast 5; +15 vs Reflex; 2d6+4 thunder damage and the target is pushed 5 squares and dazed (save ends) Bloodied Screech (free, when first bloodied, encounter) Thunderous Screech recharges, and the Sliver Queen uses it. Threatening Reach The Sliver Queen can make opportunity attacks against enemies within 3 squares. Hive Mind As long as one sliver in the encounter is not surprised, this sliver is not surprised. In addition, as long as one sliver in the encounter has line of sight, all slivers have line of sight. Alignment Evil Languages Unknown Skills Perception +15, Stealth +11 Str 18 (+9) Dex 13 (+6) Wis 21 (+10) Con 13 (+6) Int 18 (+9) Cha 16 (+8) Equipment none DISCLAIMER Slivers are copyrighted by WotC. I make no claims on their intellectual property. This is merely a fan made interpretation of the Magic: The Gathering monstrous race for use with D&D th 4 Edition game mechanics. Hope you all enjoy killing your players over and over with these slivers!

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