Sliver Ecology

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DM Notes SLIVER JUVENILE

SLIVER Slivers are a dangerous and difficult foe that will test the The sliver juvenile is believed to be the sliver larva, the young
Slivers are an awe inspiring race of chitin and sinew, limits of your players knowledge of battle tactics and how well that will eventually grow in size and power, assimilating the
connected through an alien, unfathomable hive mind directed they work together. These slivers are designed to be more traits of slivers around them as they mature into adulthood.
by the Sliver Queen and her numerous Princes. Most slivers are dangerous than a typical foe of the same level. I suggest Juveniles that mature without any influence from other more
simple workers, the soldiers of the hives. They patrol the miles removing the Double Strike ability if the players are having a powerful slivers, become Sliver Soldiers.
of hive-tunnels, repairing them, and building new ones. The difficult time with the encounters. The juveniles have little regard for their own safety, throwing
soldiers also defend the hive, swarming together in a massive Finally, the XP values listed are not the same as the DMG. I themselves recklessly at any threat they perceive. Sometimes
horde to overrun any threat to their Queen. have created a new list that makes all XP values divisible by five the threats are their own siblings. Their chitin is smooth and is
The typical sliver is encased in smooth, interlocking, mottled to help speed up encounter budgeting. the typical mottled charcoal grey and black, which blends in
charcoal grey and black chitin armor that covers a hard body of well with the chitin-like substance they excrete to create their
muscle and sinew with thick bones. This design makes the hive tunnels.
ACIDIC SLIVER
slivers very hard to kill. Their bodies are thick, wedge shaped
The acidic sliver has mottled green and black chitin armor.
serpents, at their widest at the shoulders, where two single
They prefer to wait in hiding and ambush their foes, but they Sliver Juvenile Level 1 Minion
jointed talon-arms join the body. The talon-arms fold up against
often overestimate their ability to survive in melee combat. Small natural beast (sliver) XP 25
the body, much like the arms of a praying mantis. Only the
Once bloodied, the acidic sliver begins to look for a way out, in Initiative +3 Senses Perception +4; low-light
slivers talons are razor sharp and smooth.
case the battle goes against them. They continue to use their HP 1; Bloodied - Speed 6
Their heads are also wedge shaped, narrowing to a blunt
acidic blood and spit it at foes as they retreat. AC 15; Fortitude 12, Reflex 15, Will 13
point in the front. Two horns split the top of the wedge, with
Talon (standard, at-will)
ridges running down the horns onto the face. These ridges
Acidic Sliver Level 1 Elite Artillery +6 vs AC; 4 damage
contain the eyes of the slivers, which glow with a dim inner
Medium natural beast (sliver) XP 200 Double Strike (standard, at-will)
luminescence, even in pure darkness.
Initiative +3 Senses Perception +9; low-light The sliver makes two talon attacks against a single target.
Most slivers have a unique ability to enhance other slivers
HP 52; Bloodied 26 Speed 6 Action Points 1 Hive Mind
with abilities that mimic their own. This trait makes the slivers
AC 15; Fortitude 15, Reflex 16, Will 13 As long as one sliver in the encounter is not surprised, this
a truly dangerous foe to face in great numbers. These traits and
Resist Acid 2 sliver is not surprised. In addition, as long as one sliver in the
abilities often shape the sliver into different forms and colors.
Talon (standard, at-will) encounter has line of sight, all slivers have line of sight.
For example, the Feathered Sliver has frills of soft, downy
+6 vs AC; 1d6+3 damage Alignment Unaligned Languages Unknown
feathers and wings that stretch out from their sides to the
Double Strike (standard, at-will) Skills Perception +4, Stealth +8
undersides of their talon-arms.
The sliver makes two talon attacks against a single target. Str 10 (+0) Dex 17 (+3) Wis 8 (-1)
Their voracious appetite for flesh of any kind, combined with
Acid Orb (standard, at-will) ♦ Acid Con 12 (+1) Int 8 (-1) Cha 13 (+1)
the hive mind intelligence, and the natural, cunning instincts
Ranged 10; +5 vs Reflex; 1d6+3 acid damage and all creatures Equipment none
born to them, make them a threat to all civilization.
in a burst 1 around the target takes 3 acid damage.
Acid Burst (immediate reaction when bloodied) ♦ Acid
LORE
Close burst 1; +5 vs Reflex; 2d6+6 acid damage. The acid burst
The following information about slivers can be obtained with
happens again, as an immediate reaction when the acidic
a successful Nature check.
sliver is reduced to 0 hit points.
DC 15: Slivers are natural creatures, a product of survival of
Hive Mind
the fittest, although no one is sure where they came from in the
As long as one sliver in the encounter is not surprised, this
first place.
sliver is not surprised. In addition, as long as one sliver in the
DC 20: Sliver hives are created in a two-step process. The Sliver Artwork
encounter has line of sight, all slivers have line of sight.
first step is to tunnel through earth and stone. The slivers then
Alignment Unaligned Languages Unknown
coat the rough tunnels with a thick substance that hardens and
Skills Perception +9, Stealth +8
is shaped into the ridged patterns of the hive.
Str 10 (+0) Dex 16 (+3) Wis 8 (-1)
DC 25: Slivers have the ability to share traits and abilities
Con 14 (+2) Int 8 (-1) Cha 13 (+1)
between themselves. Killing the sliver providing the aura is a
Equipment none
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.
SLIVER LURK Sliver Soldier Level 1 Soldier Barbed Sliver Level 2 Soldier
The lurk is a juvenile that didn't grow into a soldier. Instead, Medium natural beast (sliver) XP 100 Medium natural beast (sliver) XP 120
they remained small and their chitin darkened, giving them Initiative +2 Senses Perception +4; low-light Initiative +3 Senses Perception +4; low-light
better concealment amongst the hive tunnels and in the HP 30; Bloodied 15 Speed 6 HP 38; Bloodied 19 Speed 6
shadows. They prefer to strike from the flanks, retreating if a AC 17; Fortitude 15, Reflex 13, Will 13 AC 18; Fortitude 15, Reflex 14, Will 14
strong foe turns their attention on the lurk. Talon (standard, at-will) Talon (standard, at-will)
+8 vs AC; 1d6+3 damage +9 vs AC; 1d6+3 damage
Sliver Lurk Level 1 Lurker Double Strike (standard, at-will) Double Strike (standard, at-will)
Small natural beast (sliver) XP 100 The sliver makes two talon attacks against a single target. The sliver makes two talon attacks against a single target.
Initiative +5 Senses Perception +4; low-light Hive Mind Barbed Chitin
HP 24; Bloodied 12 Speed 6 As long as one sliver in the encounter is not surprised, this Aura 10; Slivers gain a +2 bonus to damage rolls.
AC 15; Fortitude 12, Reflex 16, Will 13 sliver is not surprised. In addition, as long as one sliver in the Hive Mind
Talon (standard, at-will) encounter has line of sight, all slivers have line of sight. As long as one sliver in the encounter is not surprised, this
+6 vs AC; 1d6+3 damage Alignment Evil Languages Unknown sliver is not surprised. In addition, as long as one sliver in the
Double Strike (standard, at-will) Skills Perception +4, Stealth +6 encounter has line of sight, all slivers have line of sight.
The lurk makes two talon attacks against a single target. Str 17 (+3) Dex 13 (+1) Wis 8 (-1) Alignment Evil Languages Unknown
Instinctive Shift (immediate reaction, at-will) Con 14 (+2) Int 8 (-1) Cha 13 (+1) Skills Perception +5, Stealth +7
The lurk can shift 1 square after dealing damage. Equipment none Str 18 (+5) Dex 14 (+3) Wis 8 (+0)
Combat Advantage Con 14 (+3) Int 8 (+0) Cha 14 (+3)
The lurk deals +1d6 damage if they have combat advantage. ENCOUNTER GROUPS Equipment none
Hive Mind The low level slivers are great for introducing unsuspecting
As long as one sliver in the encounter is not surprised, this players to the slivers, without revealing the terrible dangers that
sliver is not surprised. In addition, as long as one sliver in the await them in the future, when more powerful slivers with
encounter has line of sight, all slivers have line of sight. encounter altering auras begin to surface.
Alignment Unaligned Languages Unknown The first encounter is a solid fight, for any group in a typical
Skills Perception +4, Stealth +10 hive chamber. The second encounter focuses on the similarity
Str 10 (+0) Dex 17 (+3) Wis 8 (-1) of appearance between the lurks and juveniles, making the
Con 14 (+2) Int 8 (-1) Cha 13 (+1) encounter more dangerous. Sliver Artwork
Equipment none
Level 1 Encounter (500 xp)
SLIVER SOLDIER ♦ Sliver Soldier x3 (lvl 1 soldier)
The soldier is the backbone of the hive. They maintain the ♦ Sliver Juvenile x4 (lvl 1 minion)
hive tunnels, build new tunnels, and patrol the miles of ♦ Acidic Sliver x1 (lvl 1 artillery)
corridors and chambers, defending their hive to the death. The
smooth chitin armor that plates their body has thickened since Level 2 Encounter (650 xp, Difficult)
growing to maturity, growing faint ridges that strengthen the ♦ Sliver Lurks x4 (lvl 1 lurker)
sliver overall and help guard it from physical harm. ♦ Sliver Juveniles x10 (lvl 1 minion) DEATHBLOOM SLIVER
Sliver soldiers are almost as reckless as the juveniles. They The deathbloom sliver is solid black and covered with
charge into the fray, heedless of danger unless held back by the BARBED SLIVER patches of an eye searing violet fungus, called deathbloom.
hive mind. Despite this recklessness, there is a method to their The barbed sliver has an altered chitin armor, which is Spores constantly drift in the air around the deathbloom sliver,
attacks. Without direction from the hive mind, the soldiers will covered with spiky protrusions on the outer surfaces of their infecting other slivers with the symbiotic fungus.
attempt to separate and surround a single target. chitin armor, which cut and gash into their foes. This increases Deathbloom slivers prefer to hang back, using their fungal rot
The soldiers are able to secret a thick syrupy substance that the damage they deal. Other slivers around them grow the ability to launch a cloud of spores against foes. They also have
they spread along the hive tunnel walls. The excretion begins to spiky protrusions as well, increasing their damage with melee no qualms about killing one of their own allies to trigger the
hard once exposed to air, giving the soldiers a short period of attacks. The barbed slivers try to stay in the front lines of fungal bloom that regenerates the sliver. They especially like to
time in which they shape it into the ribbed shapes that gives combat, granting their aura to as many of their allies as possible, surround themselves with sliver juveniles, knowing that the
them superior mobility in their hives. while guarding the slivers behind them. weak creatures will likely be the first to die, providing patches
of the regenerative fungus.
Deathbloom Sliver Level 2 Controller QUILLSTRIKE SLIVER Swift Sliver Level 2 Skirmisher
Medium natural beast (sliver) XP 120 The quillstrike sliver is mottled green and brown with a thick Medium natural beast (sliver) XP 120
Initiative +4 Senses Perception +5; low-light mane of quills running down its back and tail, ending in a Initiative +6 Senses Perception +5;
HP 38; Bloodied 19 Speed 6 bundle of quills at the end of the tail. It prefers to live above HP 36; Bloodied 18 Speed 8
AC 16; Fortitude 14, Reflex 15, Will 13 ground amongst the woodlands where it hunts meat for the AC 14; Fortitude 13, Reflex 17, Will 13
Regenerate 3, Resist Poison 5 hive, taking it back to feed the Queen and her Brood. Talon (standard, at-will)
Talon (standard, at-will) The quillstrike sliver prefers to keep on the move, using its +7 vs AC; 1d6+3 damage
+7 vs AC; 1d6+3 damage ranged attack if possible. When threatened by a single foe, they Double Strike (standard, at-will)
Double Strike (standard, at-will) rely on their talons, but if they're surrounded by three or more The sliver makes two talon attacks against a single target.
The sliver makes two talon attacks against a single target. foes, they use quill burst. Swift
Deathbloom Aura 10; Slivers that begin or end their turn in the aura gain a
Aura 10; Any sliver in the aura reduced to 0 HP, rapidly Quillstrike Sliver Level 2 Artillery +2 speed bonus until the end of their next turn.
decays and leaves behind a burst 1 zone of deathbloom - Medium natural beast (sliver) XP 120 Slivershift (minor, at-will)
fungus. Slivers that enter the zone or begin their turn in the Initiative +4 Senses Perception +10; low-light vision The swift sliver may shift up to 2 squares as a minor action.
zone, gain Regeneration 2 until the end of their next turn. HP 32; Bloodied 16 Speed 6 Hive Mind
The zone lasts until the end of the encounter or it is AC 14; Fortitude 14, Reflex 15, Will 13 As long as one sliver in the encounter is not surprised, this
destroyed. The zone has AC 10, 5 hp, and suffers only one Talon (standard, at-will) sliver is not surprised. In addition, as long as one sliver in the
point of damage from attacks that are not energy based. Any +9 vs AC; 1d6+3 damage encounter has line of sight, all slivers have line of sight.
non-slivers that enter the zone or begin their turn in the zone Double Strike (standard, at-will) Alignment Evil Languages Unknown
are attacked by the Deathbloom disease (see inset below). The sliver makes two talon attacks against a single target. Skills Perception +5, Stealth +9
Once a creature has been attacked by the fungus, they are Growth of Quills Str 10 (+1) Dex 17 (+4) Wis 8 (+0)
immune to any further attacks. Aura 10; All slivers in the aura, gain Quill Burst as an Con 12 (+2) Int 8 (+0) Cha 12 (+2)
Fungal Rot (standard, at-will) ♦ Poison encounter power as described below. Quill Burst can only be Equipment none
Ranged 10; +6 vs Fortitude; 1d10+3 poison damage used as an immediate reaction the first time the sliver is
Hive Mind bloodied and only deals 1d6+3 damage. ENCOUNTER GROUPS
As long as one sliver in the encounter is not surprised, this Quill Strike (standard, at-will) The low level slivers were pretty basic, with no auras or
sliver is not surprised. In addition, as long as one sliver in the Ranged 10/20; +9 vs AC; 1d10+3 damage complex special abilities. This next set of slivers however, adds
encounter has line of sight, all slivers have line of sight. Quill Burst (standard, at-will) some unique auras into the mix, which can really spice up an
Alignment Evil Languages Unknown Close burst 1; make a basic ranged attack (Quill Strike) encounter if used strategically. The following groups provide
Skills Perception +5, Stealth +9 against each target in the burst. This attack deals 1d6+3 some examples of how a single aura can alter an encounter.
Str 10 (+1) Dex 17 (+4) Wis 8 (+0) damage to each target hit.
Con 14 (+3) Int 8 (+0) Cha 13 (+2) Hive Mind Level 2 Encounter (640 xp)
Equipment none As long as one sliver in the encounter is not surprised, this ♦ Deathbloom Sliver x2 (lvl 2 controller)
sliver is not surprised. In addition, as long as one sliver in the ♦ Sliver Soldier x2 (lvl 1 soldier)
Deathbloom (Lvl 4 Disease) encounter has line of sight, all slivers have line of sight. ♦ Sliver Juvenile x8 (lvl 1 minion)
The deathbloom disease incubates for a week after infection Alignment Evil Languages Unknown
before any symptoms are displayed. The initial effect weakens Skills Perception +10, Stealth +9 Level 2 Encounter (590 xp)
the character and a black fungus begins to grow in the crevices Str 12 (+2) Dex 16 (+4) Wis 8 (+0) ♦ Quillstrike Sliver x2 (lvl 2 controller) 240
upon their body, such as between the toes. If left unchecked, Con 14 (+3) Int 8 (+0) Cha 12 (+1) ♦ Sliver Soldier x3 (lvl 1 soldier) 300
the fungus eventually covers the entire body, rendering the Equipment none ♦ Sliver Juvenile x2 (lvl 1 minion) 50
person helpless and unconscious before finally killing them.
Skill: Endurance or Heal (by a character other than infected) Level 2 Encounter (640 xp)
SWIFT SLIVER
Improve: DC 19 ♦ Swift Sliver x2 (lvl 2 skirmisher) 240
The swift sliver has a sinuous, lithe body with smooth
Maintain: DC 15 ♦ Sliver Juvenile x16 (lvl 1 minion) 400
armored chitin plates that are more flexible then those of their
Worsen: DC 14 or lower
kin. This gives them more agility and they use it to race along
the ground. Their coloring matches that of the soldiers, making Just remember to not mix too many auras together in the
Initial Effect : Target is weakened. same encounter at the same time. It can create a headache for
them a little harder to pick out of a group.
Worsen: Target is slowed. yourself, trying to track all the auras, and make the encounter
Final State: Target dies. two to three times more difficult.
FLAMEWROUGHT SLIVER The guard sliver prefers to fight in narrow corridors where it Shadow Sliver Level 3 Lurker
The flamewrought sliver lives in the deepest and hottest parts can control movement through the passage. If that's not Medium natural beast (sliver) XP 160
of the hive. They utilize their body heat to keep the larva and available, having a swift sliver around greatly increases the Initiative +6 Senses Perception +5; dark vision
egg sacs warm when not defending the hive. Their chitin shells guard slivers mobility and capability to defend its brood mates HP 46; Bloodied 23 Speed 6
range from a deep, dark red at the tail to bright fiery orange and against any enemies. AC 17; Fortitude 14, Reflex 16, Will 14
yellow striations along their upper chest and head. The tips of Talon (standard, at-will)
their talon-arms are scorched black. Guard Sliver Level 3 Brute +6 vs AC; 1d6+3 damage
The flamewrought aura is one of the more dangerous auras. Medium natural beast (sliver) XP 160 Double Strike (standard, at-will)
It adds additional fire damage to each slivers melee attacks. The Initiative +2 Senses Perception +5; low-light vision The sliver makes two talon attacks against a single target.
flamewrought sliver prefers to hang back, far enough to use its HP 54; Bloodied 24 Speed 6 Shadow's Gift
ranged attack, but close enough to aid its allies. AC 16; Fortitude 16, Reflex 13, Will 14 Aura 10; Any sliver that begins their turn in the aura, gains
Talon (standard, at-will) concealment and a +5 aura bonus to Stealth until the end of
Flamewrought Sliver Level 3 Artillery +6 vs AC; 1d6+3 damage their next turn, while they are in dim light or darker.
Medium natural beast (sliver) XP 160 Double Strike (standard, at-will) Lightsbane (standard, encounter) ♦ Arcane, Shadow
Initiative +6 Senses Perception +5; low-light vision The sliver makes two talon attacks against a single target. Close burst 10; The shadow sliver weaves threads of shadow
HP 38; Bloodied 19 Speed 6 Guardian's Bulwark from the night sky and dims all light in the area of effect.
AC 15; Fortitude 14, Reflex 17, Will 13 Aura 10; All slivers in the guardians aura gain a +2 aura This creates a zone until the end of the encounter that
Resist Fire 5 bonus to all defenses, including AC. dampens all bright light to dim light and dim light to pure
Talon (standard, at-will) Mark (minor, at-will) darkness that only shadow slivers can see through. Magical
+6 vs AC; 1d6+3 damage Close ranged 10; +6 vs Reflex; The guard sliver marks a target light cast after the shadow weaving increases the lighting
Double Strike (standard, at-will) within line of sight, spitting a globule of pheromone at the conditions by one step.
The sliver makes two talon attacks against a single target. target. The guard sliver can have two targets marked. Combat Advantage
Boiling Blood Guardian's Stance (move, at-will) Shadow slivers deal an additional +2d6 damage against
Aura 10; All slivers in the aura deal an additional 2 fire The guard sliver can enter or exit the guardian's stance as a targets they have combat advantage.
damage with melee attacks. move action. The stance increases the guard slivers AC and Hive Mind
Fire Bolt (standard, at-will) ♦ Fire Reflex, adding a +2 stance bonus to both. In addition, if an As long as one sliver in the encounter is not surprised, this
Ranged 10/20; +8 vs Reflex; 1d10+3 fire damage and the target adjacent marked target shifts away from the guard sliver, the sliver is not surprised. In addition, as long as one sliver in the
suffers 2 ongoing fire damage (save ends) guard sliver can shift 1 square as an immediate reaction. encounter has line of sight, all slivers have line of sight.
Hive Mind Finally, the guard slivers speed is reduced by 2 while using Alignment Evil Languages Unknown
As long as one sliver in the encounter is not surprised, this the guardian's stance. Skills Perception +5, Stealth +11
sliver is not surprised. In addition, as long as one sliver in the Hive Mind Str 12 (+2) Dex 20 (+6) Wis 8 (+0)
encounter has line of sight, all slivers have line of sight. As long as one sliver in the encounter is not surprised, this Con 14 (+3) Int 8 (+0) Cha 14 (+3)
Alignment Evil Languages Unknown sliver is not surprised. In addition, as long as one sliver in the Equipment none
Skills Perception +5, Stealth +11 encounter has line of sight, all slivers have line of sight.
Str 10 (+1) Dex 20 (+6) Wis 8 (+0) Alignment Evil Languages Unknown
Con 14 (+3) Int 8 (+0) Cha 12 (+2) Skills Perception +5, Stealth +6
Equipment none Str 18 (+5) Dex 12 (+2) Wis 8 (+0)
Con 14 (+3) Int 8 (+0) Cha 14 (+3)
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 SHADOW SLIVER Sliver Artwork
sent out to aid other slivers against particularly difficult foes. The shadow sliver lurks in the dark, unlit corridors of the
Their head spikes have flattened and bent to the sides a little, hive where few but their own breed tread. Their chitin armor is
creating wing like armor for their necks. These head plates a mottle charcoal grey and black, perfectly blending in with the
deflect blows that would behead most other slivers. Their hive walls. Shadow slivers love to wait, curled up in nooks and
coloring matches that of the sliver soldiers. 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.
SLIVER MYRMIDON ENCOUNTER GROUPS WHISPER SLIVER
The sliver myrmidon is one of the low level elite soldiers that Mid-level slivers open up numerous possibilities and can The whisper sliver is a terrible foe, whispering dark words
defend the hive, lead assaults on threats to the hive, and guard drastically increase the danger the PC's face in each encounter. and insane babbling into the minds of their foes. Many an
the Sliver Princes. Their chitin shells are smoother and more Even adding a single sliver to an existing encounter midway armsmen has fallen to the knowledge these insidious creatures
polished than all but the Sliver Prince and Sliver Queen chitin, will alter the fight and keep the adventurer's on their toes. For whisper into their heads. The phantoms created by the whisper
colored with a variety blue hues. Dark blue plates cover the top example, just adding the sliver myrmidon into a level two slivers are ephemeral echoes of the slivers around them.
of their head, back and side of the body and tail, while lighter encounter from above, creates a much more dangerous However, believing in the phantoms causes the illusionary
hued chitin plates are weaved together in a dazzling pattern on encounter, where even the juveniles are a threat. wounds they inflict to become real. Whisper slivers prefer to let
the their chest and underside. others do the hard work of attacking foes in melee. They sit
The myrmidons are skilled leaders, given a measure of self- Level 3 Encounter (840 xp) back in the shadows and use their echoes of agony while
determination separate from the hive mind. They try to guard ♦ Deathbloom Sliver x1 (lvl 2 controller) waiting for the best time to create their phantom army.
their brood mates with their guardian strikes, keeping their foes ♦ Sliver Juvenile x4 (lvl 1 minion)
pinned with fierce, impaling attacks. Their ferocity in battle ♦ Sliver Myrmidon x1 (lvl 3 elite soldier)
Whisper Sliver Level 4 Controller
often inspires other slivers to strive harder against their foes. ♦ Sliver Soldier x3 (lvl 1 soldier)
Medium natural beast (sliver) XP 200
Initiative +6 Senses Perception +6; low-light vision
Sliver Myrmidon Level 3 Elite Soldier (Ldr) VILE SLIVER HP 56; Bloodied 28 Speed 6
Large natural beast (sliver) XP 320 Vile slivers secrete a poisonous, acidic substance from their AC 14; Fortitude 14, Reflex 15, Will 16
Initiative +3 Senses Perception +10; low-light vision mottled green and black chitin shells. It drips frequently from Talon (standard, at-will)
HP 96; Bloodied 48 Speed 6 Action Points 1 between the serrated ridges that fill the sides of their mouths. +6 vs AC; 1d6+3 damage
AC 20; Fortitude 20, Reflex 14, Will 16 Vile slivers prefer to wade into battle, striking with their acid Double Strike (standard, at-will)
Talon (standard, at-will) coated talons. This lets other, weaker slivers, take advantage of The sliver makes two talon attacks against a single target.
+10 vs AC; 1d10+3 damage the vile aura provided by the vile sliver. Dark Whispers
Double Strike (standard, at-will) Aura 10; All slivers in the aura gain the following ability:
The sliver makes two talon attacks against a single target. Vile Sliver Level 4 Brute Voices (Aura 1): Any non-sliver in the aura is subjected to
Lesser Leadership Medium natural beast (sliver) XP 200 the alien hive mind of the slivers. The incomprehensible
Aura LOS; All slivers within line of sight of the myrmidon Initiative +6 Senses Perception +6; low-light vision and unknowable cacophony of whispers starts to drive the
gain a +1 leadership bonus to attack and damage rolls. HP 66; Bloodied 33 Speed 6 creature insane. Non-slivers take 5 psychic damage at the
Guardian's Strike (immediate reaction, at-will) AC 16; Fortitude 18, Reflex 14, Will 16 start of their turn while they are in the aura.
The sliver myrmidon may make a talon attack against an Resist Acid 5 Echoes of Agony (standard, at-will) ♦ Psychic, Illusion
enemy that moves out of an adjacent square as an immediate Talon (standard, at-will) Ranged 10; +8 vs Will; 1d6+4 psychic damage and the target is
reaction. If the attack is successful, the sliver stops the targets +7 vs AC; 1d10+4 acid damage dazed until the end of their next turn
movement. Double Strike (standard, at-will) Phantoms (standard, encounter) ♦ Psychic, Illusion
Impale (standard, recharge 5, 6) The sliver makes two talon attacks against a single target. The whisper sliver creates phantom images of each sliver in
+10 vs Fortitude; 3d6+8 damage and the target suffers 5 Vile Gift its aura. These slivers have the same stats and attacks as the
ongoing damage (save ends) Aura 10; All slivers in the aura gain a basic ranged attack that slivers they copy, but they are treated as 1 hp minions and
Take the Initiative (move, encounter recharge 6) deals 1d6 + Dexterity modifier acid damage. The attack deal minimum talon damage with each attack. Creatures
Close ranged 10; The sliver myrmidon takes the initiative bonus for this attack is equal to Level + 5 damaged by the phantom sliver make a save with a bonus
from the hive mind and slides two slivers up to 3 squares Vile Spit (standard, encounter) ♦ Acid equal to their wisdom modifier at the end of their turn. If
each, directing them to advantageous positions or out of Close blast 3; +9 vs Reflex; 3d8+4 acid damage and all targets they fail the save, the damage becomes real. Otherwise it goes
danger. hit suffer an additional 5 ongoing acid damage (save ends) away.
Hive Mind Hive Mind Hive Mind
As long as one sliver in the encounter is not surprised, this As long as one sliver in the encounter is not surprised, this 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 sliver is not surprised. In addition, as long as one sliver in the sliver is not surprised. In addition, as long as one sliver in the
encounter has line of sight, all slivers have line of sight. encounter has line of sight, all slivers have line of sight. encounter has line of sight, all slivers have line of sight.
Alignment Evil Languages Unknown Alignment Evil Languages Unknown Alignment Evil Languages Unknown
Skills Perception +10, Stealth +7 Skills Perception +6, Stealth +11 Skills Perception +6, Stealth +11
Str 18 (+5) Dex 12 (+2) Wis 8 (+0) Str 12 (+3) Dex 18 (+6) Wis 8 (+1) Str 12 (+3) Dex 18 (+6) Wis 8 (+1)
Con 14 (+6) Int 8 (+0) Cha 16 (+4) Con 16 (+5) Int 8 (+1) Cha 15 (+4) Con 16 (+5) Int 8 (+1) Cha 20 (+7)
Equipment none Equipment none Equipment none
ZOMBIE SLIVER FLAMESCARRED SLIVER Their chitin armor is bright silver in color with slashes of
The zombie sliver is seldom seen. They are not created by the Flamescarred slivers have dark red and black chitin shells platinum white jagged strokes across their torso and head plate.
Sliver Queen or her Brood. Instead, they are the result of that glow fiery red and orange with inner heat, concentrating on The glow of their eyes shine like molten gold amongst treasures
necrotic energy seeping into the world from the Shadowfell and the tips of their talon-arms. Like the flamewrought slivers, they of silver.
raising the corpse of a slain sliver into the zombie sliver. can spit a bolt of flame at long distances, but they can also clash Sliver Princes often enjoy wading into the thick of battle,
Despite their current state of undeath, the slivers retain enough their talons together and spray a gout of flame from their mouth since they lack any natural ranged attacks and this lets them put
of a connection to the hive mind that they return to the hives. to blast numerous foes in front of them. their Sliver Fury and Impale abilities to the best use.
They are seldom welcomed willingly by the slivers and are The retinues and guards for a prince often include slivers like
often slain. Weaker hives will accept them for the strength they the flamescarred sliver and vile sliver. They also include a
Flamescarred Sliver Level 5 Elite Artillery
bring, but stronger hives fear them for their ability to convert sliver warden or two as well, to provide the prince an escape
Medium natural beast (sliver) XP 480
slivers into weak shadows of themselves. route, should the battle go against them. Since the prince has a
Initiative +0 Senses Perception +11; low-light vision
measure of self-awareness, they also known and understand
HP 104; Bloodied 52 Speed 6 Action Points 1
fear, but hide it well from the Hive Mind.
Zombie Sliver Level 4 Skirmisher AC 19; Fortitude 20, Reflex 15, Will 15
Medium natural aberration (undead sliver) XP 200 Talon (standard, at-will)
Initiative Always 1 Senses Perception +6; +12 vs AC; 1d6+4 damage Sliver Prince Level 5 Solo Soldier
HP 66; Bloodied 33 Speed 4 Double Strike (standard, at-will) Large natural beast (sliver) XP 1200
AC 16; Fortitude 18, Reflex 14, Will 16 The sliver makes two talon attacks against a single target. Initiative +8 Senses Perception +6; low-light vision
Talon (standard, at-will) Boiling Blood HP 264; Bloodied 132 Speed 8 Action Points 2
+6 vs AC; 1d10+4 damage Aura 10; All slivers in the aura gain Resist Fire 2 and deal an AC 23; Fortitude 23, Reflex 17, Will 17
Double Strike (standard, at-will) additional 2 fire damage with melee attacks. This bonus Leader, Resist All 5
th
The sliver makes two talon attacks against a single target. increases to Resist Fire 5 and +1d6 fire damage at 11 level Talon (standard, at-will)
st
Necrotic Leech and Resist Fire 15 and +2d6 fire damage at 21 level. +12 vs AC; 1d10+4 damage
Aura 10; All slivers in this aura gain the ability to feed off the Fire Bolt (standard, at-will) ♦ Fire Double Strike (standard, at-will)
living as they deal damage. Any melee attacks dealt by a Ranged 10/20; +10 vs Reflex; 1d10+4 fire damage and the The sliver makes two talon attacks against a single target.
sliver in the aura, deals +1d4 necrotic damage. The sliver target suffers 2 ongoing fire damage Lesser Aura of Command
heals an amount equal to the bonus necrotic damage. In Cinderflame (standard, recharge when first bloodied) Aura Line of Sight; All slivers in sight gain a +2 leadership
addition, any slivers slain in the aura that leave a corpse Close Blast 3; +10 vs Reflex; 3d10+4 fire damage to each target bonus to attack and damage rolls.
behind, rise up the next turn as zombie sliver minions. They in blast. Targets hit by the attack also suffer 5 ongoing fire Sliver Fury (standard, at-will)
have no aura and their talon attacks deal 4 damage. damage. Close Burst 2; +12 vs AC; 3d6+4 damage and targets hit are
Hive Mind Hive Mind dazed until the end of their next turn.
As long as one sliver in the encounter is not surprised, this As long as one sliver in the encounter is not surprised, this Impale (standard, recharge 5 6)
sliver is not surprised. In addition, as long as one sliver in the sliver is not surprised. In addition, as long as one sliver in the Melee 2; +12 vs AC; 2d8+4 damage and make a secondary
encounter has line of sight, all slivers have line of sight. encounter has line of sight, all slivers have line of sight. attack against the same target.
Alignment Evil Languages Unknown Alignment Evil Languages Unknown Secondary Attack; +10 vs Reflex; 1d8+4 damage and the
Skills Perception +6, Stealth +8 Skills Perception +11, Stealth +12 target is immobilized and suffers 5 ongoing damage (save
Str 20 (+7) Dex 12 (+3) Wis 8 (+1) Str 12 (+3) Dex 20 (+7) Wis 8 (+1) ends both). The target is also knocked prone. While a
Con 16 (+5) Int 8 (+1) Cha 16 (+5) Con 16 (+5) Int 8 (+1) Cha 16 (+5) target is Impaled, the Sliver Prince cannot use Double
Equipment none Equipment none Strike, Sliver Fury, or move. This also makes the Sliver
Prince and their target immune to push, pull, and slide.
Hive Mind
ENCOUNTER GROUPS SLIVER PRINCE
As long as one sliver in the encounter is not surprised, this
The fourth level slivers add a few new choices to the mix, but The Sliver Prince is typically encountered deep in established
sliver is not surprised. In addition, as long as one sliver in the
nothing too powerful or complex. Higher level slivers in the hives, but occasionally, they will venture forth against
encounter has line of sight, all slivers have line of sight.
next few pages will really start to open up encounter design. particularly tough foes to help lead the slivers into battle. The
Alignment Evil Languages Unknown
princes have a measure of self-awareness and the ability to act
Skills Perception +6, Stealth +11
Level 4 Encounter (880 xp) independently of the hive mind. This makes them difficult foes
Str 25 (+9) Dex 18 (+6) Wis 8 (+1)
♦ Vile Sliver x1 (lvl 4 brute) to battle, if you're expecting typical sliver tactics. In addition to
Con 18 (+6) Int 8 (+1) Cha 18 (+6)
♦ Whisper Sliver x1 (lvl 4 controller) their unorthodox tactics, they are massive creatures with
Equipment none
♦ Guard Sliver x 3 (lvl 3 brute) strength to rival the titans.
SLIVER WARDEN The veteran slivers make up the majority of the slivers in a EARTHBORER SLIVER
The sliver warden is rarely seen outside of the hive and well established hive that faces little competition in the The earthborer is the grunt that does all the digging for new
almost always accompanies the Sliver Prince. Their chitin and surrounding area. This is usually because the slivers have sliver hives. They secrete a solution behind them as they
hide is a mottled charcoal grey and dull silver and their eyes eradicated all that competition. burrow through earth and stone that hardens the surface to
glimmer gold in the darkness. They prefer to let other slivers support the next step of creating a sliver hive. Their hides are
get into melee combat, using their abilities to hinder their foes Veteran Sliver Soldier Level 5 Soldier pitted and rough and very thick, due to the nature of what they
movement. Medium natural beast (sliver) XP 240 do for the Hive.
Initiative +5 Senses Perception +11; low-light vision Earthborers are almost never encounter above ground. They
Sliver Warden Level 5 Controller HP 64; Bloodied 32 Speed 6 much prefer to be underground, digging tunnels and will
Medium natural beast (sliver) XP 240 AC 21; Fortitude 17, Reflex 15, Will 16 burrow to escape a fight, unless the Hive itself is under attack.
Initiative +4 Senses Perception +11; low-light vision Talon (standard, at-will) They are also one of the first signs of an impending migration of
HP 64; Bloodied 32 Speed 6 +12 vs AC; 1d6+4 damage slivers. Brood slivers will send the earthborers ahead of the
AC 19; Fortitude 17, Reflex 15, Will 18 Double Strike (standard, at-will) soldiers, to dig the chambers and tunnels for the Hive.
Talon (standard, at-will) The sliver makes two talon attacks against a single target.
+10 vs AC; 1d6+4 damage Veteran's Bulwark
Earthborer Sliver Level 6 Elite Brute
Double Strike (standard, at-will) Aura 10; All slivers that begin their turn in the aura may
Huge natural beast (sliver) XP 560
The sliver makes two talon attacks against a single target. reduce the number of squares they are moved by push, pull,
Initiative +3 Senses Perception +7; tremorsense
Bristlespike Aura or slide powers by 1. This effect is cumulative with any other
HP 176; Bloodied 88 Speed 4, Burrow 6 Action Points 1
Aura 10; All slivers that begin their turn in the aura shed Veteran Sliver Soldiers in the encounter.
AC 20; Fortitude 23, Reflex 14, Will 18
chitin bristles continuously. Squares adjacent to slivers in the Serrated Talons (standard, recharge 6)
Talon (standard, at-will)
aura are considered difficult terrain. +12 vs AC; 3d6+4 damage and the targets suffers 5 ongoing
Reach 2; +9 vs AC; 1d10+4 damage
Venom Strike (standard, at-will) ♦ Poison damage (save ends).
Double Strike (standard, at-will)
Ranged 10/20; +9 vs Fortitude; 1d10+4 poison damage and the Hive Mind
The sliver makes two talon attacks against a single target.
target is immobilized until the end of their next turn. As long as one sliver in the encounter is not surprised, this
Earthborne
Acid Retch (standard, recharge 6) ♦ Acid sliver is not surprised. In addition, as long as one sliver in the
Aura 10; Any sliver that begins their turn in the aura gains
Close Blast 3; +9 vs Reflex; 1d10+4 acid damage and the target encounter has line of sight, all slivers have line of sight.
Earthwalk, Burrow 6, and Tremorsense until the end of their
suffers 2 ongoing acid damage. In addition, the squares Alignment Evil Languages Unknown
next turn.
targeted become a zone of difficult terrain that deals 1d6 acid Skills Perception +11, Stealth +8
Brutal Smash (standard, recharge 5 6)
damage to any creature that begins their turn in the zone and Str 18 (+6) Dex 13 (+3) Wis 8 (+1)
Reach 2; +11 vs AC; 3d8+4 damage and push target three
for each square moved within the zone. The pools of acid last Con 16 (+5) Int 8 (+1) Cha 15 (+4)
squares. Target is then knocked prone.
until the end of the encounter. Equipment none st
Tremors (immediate reaction when 1 bloodied, encounter)
Hive Mind Close Burst 5; +9 vs Fortitude; 3d8+4 damage; targets hit are
As long as one sliver in the encounter is not surprised, this ENCOUNTER GROUPS pushed 1 square and knocked prone.
sliver is not surprised. In addition, as long as one sliver in the Level 5 Encounter (1200 xp) Hive Mind
encounter has line of sight, all slivers have line of sight. ♦ Veteran Sliver Soldier x3 (lvl 5 soldier) As long as one sliver in the encounter is not surprised, this
Alignment Evil Languages Unknown ♦ Flamescarred Sliver x1 (lvl 5 elite artillery) sliver is not surprised. In addition, as long as one sliver in the
Skills Perception +11, Stealth +9 encounter has line of sight, all slivers have line of sight.
Str 18 (+6) Dex 14 (+4) Wis 8 (+1) Level 5 Encounter (1160 xp) Alignment Evil Languages Unknown
Con 16 (+5) Int 8 (+1) Cha 20 (+7) ♦ Vile Sliver x1 (lvl 4 brute) Skills Perception +7, Stealth +8
Equipment none ♦ Veteran Sliver Soldier x3 (lvl 5 soldier) Str 24 (+10) Dex 10 (+3) Wis 8 (+2)
♦ Sliver Warden x1 (lvl 5 controller) Con 18 (+7) Int 8 (+2) Cha 15 (+5)
VETERAN SLIVER SOLDIER Equipment none
The veteran sliver is one that has survived for many years, Level 7 Encounter (1680 xp) Very Hard!
grown larger and more fearsome and survived many battles. ♦ Sliver Prince x1 (lvl 5 solo)
♦ Sliver Warden x2 (lvl 5 controller)
Earthborer Secretions
Their chitin and hide continue to be a mottled black and The secretions of the earthborers are prized by miners and
charcoal grey, but it has become thicker and battle scarred over dungeon architects across the world. Harvesting a single set of
the many years. The ridges along their talons have also become glands from the earthborer can provide enough fluid to
serrated, allowing them to inflict grievous wounds that bleed strengthen the stone walls of a small keep.
the life out of their victims.
FEATHERED SLIVER SLIVER WRAITH SHOCK SLIVER
The feathered sliver is a rare sight in the skies. They're the The sliver wraith is an abomination amongst the sliver race, The shock sliver is a platinum white and gold sliver covered
closest thing you'll find to a loner amongst the hive mind of the much like the sliver zombie. They are rarely welcomed into a in arcane runes that crackle with arcs of eldritch lightning.
sliver race. They don't live as long as the others do, since you're hive, though a Brood Sliver or Prince may keep some in a Whether they're the result of arcane experimentation by
more likely to encounter one or two by themselves rather than nearby tomb or crypt where they feed off death and decay. spellcasters or the Sliver Queen herself or just a natural
with other slivers. The insubstantial sliver wraiths have the appearance of evolution, no one knows. These slivers are very dangerous
The feathered sliver has two feathery membranes that stretch rotting sliver corpses with pustules of bile and decay all over however. Their speed is unmatched and their ability to assume
beneath their talon arms and attach to the side of their rib cage, their chitinous charcoal grey hides. Their favored tactics are to the form of a lightning elemental makes them dangerous and
much like ancient pterodactyls. Their hides are mottled white lie in wait, hiding in a wall or the ground. difficult foes to overcome.
and pale sky blue with silver glimmers in their eye ridges. The They burst into melee, using their Reaper attack before being Shock slivers prefer to let other slivers engage their foes and
feathered talons favored tactics are to hover just out of range of bloodied, after other slivers have caught the attention of their then utilize their superior speed and mobility to strike from
melee attacks and use their wind slash while providing their foes. Once bloodied they will shift to the most advantageous unexpected angles and then speed away in their lightning
allies the ability to fly. Occasionally they will swoop down position to use their reaper attack again and fade away into the elemental form to strike again.
from the sky to use their thunder slash on bloodied targets. surrounding terrain, to make hit and run attacks.
Shock Sliver Level 7 Skirmisher
Feathered Sliver Level 6 Artillery Sliver Wraith Level 6 Elite Lurker Medium natural beast (sliver) XP 320
Medium natural beast (sliver) XP 280 Medium natural aberration (undead sliver) XP 280 Initiative +9 Senses Perception +7; low-light vision
Initiative +6 Senses Perception +12; low-light vision Initiative +12 Senses Perception +7; darkvision HP 77; Bloodied 38 Speed 10
HP 60; Bloodied 30 Speed 6 (clumsy), Fly 8 (Hover) HP 116; Bloodied 58 Speed 8; phasing Action Points 1 AC 21; Fortitude 17, Reflex 19, Will 17
AC 18; Fortitude 19, Reflex 17, Will 17 AC 22; Fortitude 19, Reflex 21, Will 16 Shock Talon (standard, at-will)
Talon (standard, at-will) Necrotic Talon (standard, at-will) ♦ Necrotic +12 vs AC; 1d8+5 lightning damage and if the shock sliver
+13 vs AC; 1d6+4 damage +11 vs AC; 1d10+4 necrotic damage and the sliver wraith has combat advantage, deal 3 lightning damage to every
Double Strike (standard, at-will) heals the same number of hit points. enemy up to 3 squares away.
The sliver makes two talon attacks against a single target. Double Strike (standard, at-will) Double Strike (standard, at-will)
Bond of Wings The sliver makes two necrotic talon attacks against a single The sliver makes two talon attacks against a single target.
Aura 20; Any sliver that begins their turn in the aura gains target. Static Charge
Fly 8 (clumsy) until the end of their next turn. Wraith Touched Aura 10; Any sliver that begins their turn in the aura deals an
Wind Slash (standard, at-will) Aura 10; Any sliver that begins their turn in the aura and additional +2 lightning damage with melee attacks until the
Range 10/20; +13 vs AC; 1d10+4 damage and target knocked deals damage to an enemy, becomes insubstantial until the end of their next turn.
prone. end of their next turn. Disperse (standard, encounter) ♦ Lightning
Thunder Slash (standard, recharge 6) ♦ Thunder Soul Harvest (immediate reaction to killing target, recharge 6) The shock sliver changes form into a lightning elemental and
+11 vs Fortitude; 3d8+4 and target is dazed until the end of +9 vs Fortitude; creates a sliver wraith of the same level as may shift up to their speed, even through occupied squares.
their next turn. The feathered sliver may move up to their fly this sliver. The newly created sliver wraith begins with one- Any enemy shifted through suffers 1d6 lightning damage
speed while performing this attack. This movement does not quarter of their maximum hit points. and is immobilized until the end of their next turn. The
cause any opportunity attacks. Reaper (standard, recharge when first bloodied) shock sliver disperses into the ground until the end of their
Whirlwind (immediate reaction when first bloodied, encounter) Close Burst 1; Make a necrotic talon attack at +9 vs AC next turn when they reform into their natural shape.
Ranged Burst 3; +11 vs Reflex; 3d6+4 damage and targets hit against all enemies in burst. The sliver wraith may shift up to Thundershock (standard, encounter) ♦ Lightning, Thunder
are knocked prone. three squares before or after the attack. Close Blast 3; +8 vs Reflex; 3d8+4 lightning and thunder
Hive Mind Hive Mind damage to each creature in blast. Any creature hit is dazed
As long as one sliver in the encounter is not surprised, this As long as one sliver in the encounter is not surprised, this until the end of their next turn.
sliver is not surprised. In addition, as long as one sliver in the sliver is not surprised. In addition, as long as one sliver in the Hive Mind
encounter has line of sight, all slivers have line of sight. encounter has line of sight, all slivers have line of sight. As long as one sliver in the encounter is not surprised, this
Alignment Evil Languages Unknown Alignment Evil Languages Unknown sliver is not surprised. In addition, as long as one sliver in the
Skills Perception +12, Stealth +11 Skills Perception +7, Stealth +13 encounter has line of sight, all slivers have line of sight.
Str 20 (+8) Dex 16 (+6) Wis 8 (+2) Str 12 (+4) Dex 20 (+8) Wis 8 (+2) Alignment Evil Languages Unknown
Con 16 (+6) Int 8 (+2) Cha 16 (+6) Con 16 (+6) Int 8 (+2) Cha 14 (+5) Skills Perception +7, Stealth +12
Equipment none Equipment none Str 16 (+6) Dex 19 (+7) Wis 8 (+2)
Con 13 (+4) Int 8 (+2) Cha 16 (+6)
Equipment none
SLIVER MARTYR Whipvine Sliver Level 7 Controller EARTHROT SLIVER
The sliver martyr is specially bred by the Brood Slivers and Large natural beast (sliver) XP 320 The earthrot sliver is the corpse of a sliver risen from the
the Sliver Queen in times of great danger for the Hives. The Initiative +6 Senses Perception +12; low-light vision dead and animated by necrotic energy. It is covered with
martyrs grow to maturity in a matter of hours, but they pay for HP 76; Bloodied 38 Speed 6, burrow 6, climb 6 lesions and rotting flesh oozes beneath the scarred and pocked
this by living brief and painful lives. The rapid growth takes its AC 21; Fortitude 18, Reflex 17, Will 17 chitin armor. A sickly green light emits from its eye ridges.
toll on the creatures and kills them off after a week. Talon (standard, at-will) Earthrot slivers are usually found in packs near battles in
The sliver martyrs hide is the same mottled charcoal grey and +12 vs AC; 1d6+4 damage which numerous slivers were slain and left to rot on the
shadow of the soldiers, but it is twisted and scarred from the Double Strike (standard, at-will) battlefield. Few scavengers can stomach the acidic and rotten
painfully quick growth. Madness lurks in their eyes and their The sliver makes two talon attacks against a single target. stench of sliver flesh.
movements are ungainly and stilted, but still dangerously Aura of Thorns
strong. Aura 10; Any sliver that begins their turn in this aura gains a Earthrot Sliver Level 8 Soldier
damage shield that deals 2 ongoing poison damage (save Medium natural undead (sliver) XP 360
Sliver Martyr Level 7 Minion ends) to attackers that hit the sliver with melee attacks. Initiative +2 Senses Perception +8; low-light vision
Size natural beast (sliver) XP 80 Poison Lash(standard, at-will) ♦ Poison HP 86; Bloodied 43 Speed 6
Initiative +2 Senses Perception +7; low-light vision Reach 10; +10 vs Fortitude; 1d8+5 poison damage and target AC 24; Fortitude 20, Reflex 16, Will 17
HP 1 Speed 6 is slowed (save ends) Resist Necrotic 5, Vulnerable Radiant 5
AC 23; Fortitude 19, Reflex 15, Will 17 Entwine (standard, recharge 6) Talon (standard, at-will)
Talon (standard, at-will) Reach 10; +10 vs Reflex; 1d8+5 damage and target is +15 vs AC; 1d6+4 damage
+12 vs AC; 6 damage immobilized (save ends). The whipvine sliver may slide the Double Strike (standard, at-will)
Double Strike (standard, at-will) immobilized target up to five squares each time the target The sliver makes two talon attacks against a single target.
The sliver makes two talon attacks against a single target. fails their saving throw, up to 10 squares away from the Earthrot Aura
Hive Mind sliver. Aura 10; Any sliver that begins their turn in this aura gains
As long as one sliver in the encounter is not surprised, this Hive Mind Resist Necrotic 5 and deals an additional +2 necrotic damage
sliver is not surprised. In addition, as long as one sliver in the As long as one sliver in the encounter is not surprised, this on successful attacks. Any non-sliver that begins their turn in
encounter has line of sight, all slivers have line of sight. sliver is not surprised. In addition, as long as one sliver in the the aura suffers 1d6 necrotic damage.
Alignment Evil Languages Unknown encounter has line of sight, all slivers have line of sight. Necrotic Bite (standard, recharge 4 5 6) ♦ Necrotic
Skills Perception +7, Stealth +9 Alignment Evil Languages Unknown +13 vs Fortitude; 2d6+4 necrotic damage and target is
Str 20 (+8) Dex 12 (+4) Wis 8 (+3) Skills Perception +12, Stealth +11 immobilized (save ends). If target is already immobilized,
Con 14 (+5) Int 8 (+2) Cha 16 (+6) Str 18 (+7) Dex 16 (+6) Wis 8 (+2) they are stunned until the end of their next turn.
Equipment none Con 12 (+4) Int 8 (+2) Cha 16 (+6) Hive Mind
Equipment none 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
WHIPVINE SLIVER
ENCOUNTER GROUPS encounter has line of sight, all slivers have line of sight.
The whipvine sliver looks more like a plant than a sliver.
Level 7 Encounter (1600 xp) Alignment Evil Languages Unknown
Ropy tendrils of vines and roots burst out of and entwine the
♦ Whipvine Sliver x 1 (Lvl 7 controller) Skills Perception +8, Stealth +10
mottled green and brown chitin hide of the whipvine sliver. Its
♦ Sliver Martyr x 8 (Lvl 7 minion) Str 20 (+9) Dex 12 (+5) Wis 8 (+3)
eyes glimmer an earthy green in the shadows. The whipvine
♦ Shock Sliver x 2 (Lvl 7 skirmisher) Con 14 (+6) Int 8 (+3) Cha 14 (+6)
sliver serves as a scout for the slivers when they travel overland,
Equipment none
using their natural camouflage to hide. They prefer to avoid
close quarters combat, using their burrowing vines to Level 7 Encounter (1600 xp)
immobilize and sap the strength of their foes from afar. ♦ 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 Level 9 Elite Soldier Sliver Queen Level 10 Solo
The frenzy sliver is thin and wiry, moving at great speeds Large natural beast (sliver) XP 800 Large natural beast (sliver) XP 2500
and attacking from the shadows when it can. It's chitin is Initiative +4 Senses Perception +13; low-light vision Initiative +11 Senses Perception +15; low-light vision
mottled grey and black with splotches of virulent red. Frenzy HP 160; Bloodied 80 Speed 6 Action Points 1 HP 400; Bloodied 200 Speed 8, burrow 8 Action Points 2
slivers are often too chaotic to be controlled by the Hive Mind of AC 26; Fortitude 22, Reflex 16, Will 19 Healing Surges 2 AC 24; Fortitude 18, Reflex 20, Will 22
the slivers, which makes them very unpredictable. Leader, Resist All 5 Saving Throws +5
Talon (standard, at-will) Resist Acid 10, Poison 10
Frenzy Sliver Level 8 Lurker +16 vs AC; 2d6+4 damage Talon (standard, at-will)
Medium natural beast (sliver) XP 360 Double Strike (standard, at-will) Reach 3; +17 vs AC; 2d6+4 damage
Initiative +13 Senses Perception +8; low-light vision The sliver makes two talon attacks against a single target. Frenzy (standard, at-will)
HP 66; Bloodied 33 Speed 8 Veteran's Bulwark The Queen makes two talon attacks.
AC 22; Fortitude 18, Reflex 20, Will 18 All slivers in sight gain a +2 bonus to all defenses. Greater Aura of Command
Talon (standard, at-will) Thundering Strikes (standard, recharge 6) ♦ Thunder All slivers in sight gain a +3 leadership bonus to attack and
+13 vs AC; 5 damage Close Burst 2; +14 vs AC; 1d6+5 thunder damage against each damage rolls. This bonus is lost for the duration of the
Double Strike (standard, at-will) creature in burst. Target knocked prone on hit. encounter once the Sliver Queen becomes bloodied.
The sliver makes two talon attacks against a single target. Guardian's Salve (standard, encounter) Shifting Aura
Frenetic Aura Reach 2; Spend a healing surge to allow a bloodied sliver As a minor action, the Sliver Queen can choose any sliver
Aura 10; Any sliver within the aura may shift up to three other than itself to heal as if they spent a healing surge. This aura and apply the effects of the aura to herself only, even if
squares as an immediate reaction to a sliver in the encounter ability can be used twice per encounter. that sliver is not present in the Hive or in the encounter.
dropping to 0 hp. Ripping Slash (immediate reaction to being flanked, at-will) Rending Bite (minor, at-will) ♦ Acid
Instinctive Shift (immediate reaction, at-will) +16 vs AC; 2d6+8 damage and target cannot shift until the Reach 3; +15 vs Fortitude; 1d6+4 acid damage and the target
The lurk can shift 1 square after dealing damage. end of their next turn. suffers 5 ongoing acid damage (save ends). The target also
Blurred Slivershift (minor, at-will) Hive Mind suffers a cumulative -1 penalty to AC.
The swift sliver may shift up to 2 squares as a minor action As long as one sliver in the encounter is not surprised, this Thunderous Screech (standard, recharge 6) ♦ Thunder
and gains concealment. sliver is not surprised. In addition, as long as one sliver in the Close Blast 5; +15 vs Reflex; 2d6+4 thunder damage and the
Hive Mind encounter has line of sight, all slivers have line of sight. target is pushed 5 squares and dazed (save ends)
As long as one sliver in the encounter is not surprised, this Alignment Evil Languages Unknown Bloodied Screech (free, when first bloodied, encounter)
sliver is not surprised. In addition, as long as one sliver in the Skills Perception +13, Stealth +10 Thunderous Screech recharges, and the Sliver Queen uses it.
encounter has line of sight, all slivers have line of sight. Str 20 (+9) Dex 12 (+5) Wis 18 (+8) Threatening Reach
Alignment Evil Languages Unknown Con 14 (+6) Int 18 (+8) Cha 12 (+5) The Sliver Queen can make opportunity attacks against
Skills Perception +8, Stealth +14 Equipment none enemies within 3 squares.
Str 17 (+7) Dex 20 (+9) Wis 8 (+3) Hive Mind
Con 12 (+5) Int 8 (+3) Cha 17 (+7) As long as one sliver in the encounter is not surprised, this
THE SLIVER QUEEN
Equipment none sliver is not surprised. In addition, as long as one sliver in the
The Queen of the Slivers is a majestic and grand creature,
encounter has line of sight, all slivers have line of sight.
beautiful in her ruthlessness, ferocity, and angled lines. Unlike
Alignment Evil Languages Unknown
SLIVER ROYAL GUARD her sons, she has four sets of paired talons and eight distinct
Skills Perception +15, Stealth +11
The Royal Guard slivers have platinum and adamantine gemlike eyes set in her eye ridges, giving her a spider like
Str 18 (+9) Dex 13 (+6) Wis 21 (+10)
colored chitin that is glasslike in its appearance. Their eye appearance. Her chitin is a silver mirror-finish, unmarred by
Con 13 (+6) Int 18 (+9) Cha 16 (+8)
ridges glitter like diamonds. The talon arms are keen and any signs of wounds or aging.
Equipment none
smooth bladed, unlike the serrated edges of the more common Most of the time, her body is ensconced in a massive cocoon,
sliver types. They stand over ten feet tall and are as big around which produces sliver eggs. However, when rouses, she
emerges from the cocoon and readily takes the fight to those DISCLAIMER
as an ogre.
that threaten her. Slivers are copyrighted by WotC. I make no claims on their
The Royal Guard are very rarely more than a chamber or two
Her favorite tactic is frenzy and bite several foes, wearing intellectual property. This is merely a fan made interpretation
away from the Sliver Queen. They are the eternal guardians of
them down and then using her thunderous screech to scatter of the Magic: The Gathering monstrous race for use with D&D
the Queen of the Hive Mind, evolved from the Sliver Princes. th
and smash them against the walls of the Royal Chamber. This 4 Edition game mechanics. Hope you all enjoy killing your
They prefer to stand their ground in narrow corridors where
allows her to use her threatening reach on any foes attempting players over and over with these slivers!
their bulk prevents most foes from slipping past and keeps
them within range to use Guardian's Salve on their kin. to close in on her each round.

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