Slivers

by Yrolc

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Slivers

Slivers are creatures that share a hive mind, which allows them to share their abilities with other nearby slivers. Cards with the creature type Sliver have an ability or characteristic that they share with other slivers.


The original Slivers were depicted with an armored vertebrate body, a long, bifurcated whip-like tail, one arm with a single talon for a hand, and a singular head with an armored crest.


Variations on this appearance existed in accordance with the abilities each has to offer to the hive.


This weird species comes from an unidentified plane of existence. They were discovered by Volrath, an obsessive zoologist, he was so fascinated by these mesomorphic, hive-minded creatures that he brought the Sliver Queen to the plane of Rath.


During various events and wars, Slivers have multiplied, spread, been extinct and brought back to life.


Currently these creatures, in their most diverse shapes and sizes, have established themselves in various planes of existence, and continue to evolve and conquer.


Sliver

Medium Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 11 (+0) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1/2 (100 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack:+4, Reach 5ft., one target, Hit: 5 (1d6+2) slashing damage


Virulent Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Virulence. All Slivers within 300 ft. of the Virulent Sliver have the Poison Claw ability.

Poison Claw. When the Sliver lands a claw attack on a target, the target must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned, the target takes 5 (1d10) poison damage at the start of its turn. The target can repeat the save at the end of each turn, ending the poison on a success.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage plus 1 poison damage.


Winged Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 60 (8d10+16)
  • Speed 30 ft. fly 60ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Flight. All Slivers within 300 ft. of the Winged Sliver has 60 ft. of flying speed and flyby.

Flyby. The Sliver doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 8 (1d8+4) slashing damage


Fury Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Fury. All Slivers within 300 ft. of the Fury Sliver can make a claw attack as a bonus action.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage

Bonus Actions

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage


Vampiric Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 75 (10d10+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 4 (1100 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Vampirism. All Slivers within 300 ft. of the Vampiric Sliver have the Vampiric Attacks ability.

Vampiric Attacks. When the Sliver deals damage with a melee attack, the Sliver regains health equal to half the damage dealt.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 8 (1d8+4) slashing damage


Magma Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 60 (8d10+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Damage Immunities fire
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Hive Magma Affinity. All Slivers within 300 ft. of the Magma Sliver have immunity to fire damage and the Explosive End ability.

Explosive End. If the Sliver dies, it explodes. Each creature in a 10-foot-radius sphere centered on the Sliver must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Fire ignites flammable objects in the area that are not being used or carried.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 8 (1d8+4) slashing damage plus 1 fire damage.


Spitting Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Acid Flow. All Slivers within 300 ft. of the Spitting Sliver have the Spit Acid action.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage

Spit Acid (Recharge 6). The Sliver spits a 30-foot-long, 5-foot-wide line of Acid in a direction it chooses. Each creature in the line must make a DC 12 Dexterity saving throw. A creature takes 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.


Quick Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 35 (5d10+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Hive Agility. All Slivers within 300 ft. of the Quick Sliver can take the Disengage or Dash action as a bonus action on each of their turns.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 6 (1d8+2) slashing damage

Bonus Actions

Agility. The Sliver can take the Disengage or Dash action.


Might Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 59 (7d10+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +7, Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Power. The Might Sliver and all the other Slivers within 300 ft. of it have the advantage on strength checks and saves. In addition, all Slivers in the area, whenever they roll 1 or 2 on the damage die made in a weapon attack can reroll and must use the new result.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +7, Reach 5ft., one target, Hit: 10 (1d10+5) slashing damage


Diffusion Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Disruption. All Slivers within 300 ft. of the Diffusion Sliver have the Deadly Disruption reaction and the Deadly Dissipation action.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 7 (1d8+2) slashing damage

Deadly Dissipation. The Sliver reduces its hit points to zero, dispelling a certain spell or magical effect.

Reactions

Deadly Disruption. The Sliver reduces its hit points to zero, interrupting a creature in the process of casting a spell.


Dementia Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 39 (6d10+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Mental Interference. All Slivers within 300 ft. of the Dementia Sliver have the Mental Interference ability.

Mental Interference. All hostile creatures within 5 feet of the Sliver will be mentally interfered with. The creature has disadvantage on all wisdom and intelligence checks and saving throws, cannot maintain concentration or concentrate. Also, if the creature tries to Cast a Spell with a Casting Time of 1 Action, it needs to roll a d20. On an 11 or higher, the spell has no Effect until the creature's next turn, and the creature must use its Action that turn to complete the spell. If not, the spell is wasted.

Actions

Claw. Melee Weapon Attack: +2, Reach 5ft., one target, Hit: 4 (1d8) slashing damage

Psyquic Wave (Recharge 6). The Sliver releases devastating psychic energy in a 30-foot cone. Each enemy creature in that area must make a DC 13 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.


Crystalline Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 75 (10d10+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 4 (1100 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Crystal Skin. All Slivers within 300 ft. of the Crystalline Sliver have the the Crystalline Skin ability.

Crystalline Skin. The Sliver have resistance against spell damage and advantages against saving throws from spells and other magical effects.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 8 (1d8+4) slashing damage


Necrotic Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Necrosis. All Slivers within 300 ft. of the Necrotic Sliver have the Necrotic Claw ability.

Necrotic Claw. When the Sliver lands a claw attack on a target, the target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its maximum health to 0.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage plus 1 necrotic damage


Sidewinder Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 35 (5d10+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Tactics. All Slivers within 300 ft. of the Sidewinder Sliver have Pack Tactics.

Pack Tactics. The Sliver has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally is not incapacitated.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 6 (1d8+2) slashing damage


Frostbite Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Damage Immunities cold
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Collective Conscience. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Frost Shell. All Slivers within 300 ft. of the Frostbite Sliver have immunity of cold damage the Frostbite Shell ability.

Frostbite Shell. Any creature that touches the Sliver or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage plus 1 cold damage.


Battering Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 59 (7d10+21)
  • Speed 30 ft. burrow 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft., tremorsense 60 ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Battering. All Slivers within 300 ft. of the Battering Sliver has 20 ft. of burrowing speed, 60 ft. of tremorsense and the Break Bones ability.

Break Bones. The Sliver can replace the damage type dealt with the claw attack with bludgeoning damage.

Charge. If the sliver moves at least 20 feet straight toward a target and then hits it with an attack that deals bludgeoning damage on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 9 (1d8+4) slashing damage


Cleaving Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Collective Conscience. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Cleave Attack. All Slivers within 300 ft. of the Frostbite Sliver have the Natural Cleaver ability.

Natural Cleaver. The Sliver's claw attacks score a critical hit on a roll of 19 or 20, when the Sliver scores a critical hit that deals slashing damage to a creature, it grievously wounds the target. Until the start the Sliver next turn, the target has disadvantage on all attack rolls.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage.


Harmonic Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 35 (5d10+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Hive Harmony. All Slivers within 300 ft. of the Harmonic Sliver have the Battle Harmony ability.

Battle Harmony. The Sliver have a Harmonic Ward around itself, with 5 feet of range. Any creature within range who targets the Sliver with an attack or a harmful spell must first make a DC 12 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn't protect the warded creature from area effects, such as the explosion of a fireball.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 6 (1d8+2) slashing damage

Expand Harmony (Recharge 4-6). The Sliver expands the area of range of its Battle Harmony ward to 30 feet until the end of its next turn.


Poultice Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 40 (5d10+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Poultice. All Slivers within 300 ft. of the Poultice Sliver can use the Healing Poultice action.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 6 (1d8+2) slashing damage

Healing Poultice. The Sliver touches a target creature, the target regains 5 (1d8) hit points.

Great Healing Poultice (Recharge 6). The Sliver touches a target creature, the target regains 15 (3d8) hit points.


Armored Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Armor. All Slivers within 300 ft. of the Armored Sliver have at least 16 of Armor Class.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage


Ghostflame Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Magical Claws. All Slivers within 300 ft. of the Ghostflame Sliver have Magical Claws.

Magical Claws. The Sliver weapon attacks are magical.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage


Enduring Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 73 (7d10+35)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 3 (700 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Endurance. All Slivers within 300 ft. of the Enduring Sliver have the High Endurance ability.

High Endurance. Once per long rest if the Sliver would be reduced to 0 hit points, it is only reduced to 1 instead.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage


Shadow Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 120ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 4 (1100 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Shadow Blend. All Slivers within 300 ft. of the Shadow Sliver have the Shadow Blend ability.

Shadow Blend. While in dim light or darkness, the Sliver can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the Sliver uses a bonus action to end it or until the Sliver attacks, is in bright light, or is incapacitated.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +6, Reach 5ft., one target, Hit: 8 (1d8+3) slashing damage


Gemhide Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 2 (450 XP)

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Gemhide. All Slivers within 300 ft. of the Gemhide Sliver have damage resistances against bludgeoning, piercing, and slashing from nonmagical attacks.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +5, Reach 5ft., one target, Hit: 7 (1d8+3) slashing damage


Aquatic Sliver

Large Monstrosity (shapechanger), True Neutral


  • Armor Class 12
  • Hit Points 35 (5d10+10)
  • Speed 30 ft. swim 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages Sliver (telepathic)
  • Challenge 1 (200 XP)

Amphibious. The Sliver can breathe air and water.

Hive Mind. All Sliver within 100 miles of their queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Collective Swim. All Slivers within 300 ft. of the Aquatic Sliver have 60 ft. of swimming speed and the Amphibious ability.

Agile Swim. The Sliver doesn't provoke opportunity attacks when it swims out of an enemy's reach.

Actions

Multiattack. The Sliver makes two claw attacks

Claw. Melee Weapon Attack: +4, Reach 5ft., one target, Hit: 6 (1d8+2) slashing damage

Sliver Overlord

The Sliver Overlord is considered a mutant in relation to even the other Slivers.


It has the cognitive ability to dominate the will of other slivers, placing them as his servants, replacing the queen's role.


It can be born and develop naturally, however, most of the time it is a natural consequence of the lack of the presence of a queen, forcing the species to organize itself in an emergency.


Sliver Overlord

Huge Monstrosity (shapechanger), True Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 147 (14d12 + 56)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 16 (+3)

  • Saving Throws Con +9, Wis +6, Cha +8
  • Skills Perception +6
  • Senses Darkvision 60ft. passive perception +16
  • Languages Sliver (telepathic)
  • Challenge 13 (10.000 XP)

Legendary Resistance (2/Day). If the Sliver fails a saving throw, it can choose to succeed instead.

Multiple Heads. The Sliver has four heads. While it has more than one head, the Sliver has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the Sliver takes 40 or more damage in a single turn, one of its extra heads dies.

Reactive Heads. For each head the Sliver has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Overlord Conscience. All Sliver within 50 miles of their Overlord are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are. The Slivers who are subjects to the Overlord Conscience don't have any communication with the Sliver Queen.

Overlord's Influence. All Slivers within 300 ft. of the Overlord Sliver have advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally is not incapacitate. Also whenever the slivers in range makes an attack roll or a saving throw, it rolls a d4 and add the number rolled to the attack roll or saving throw.

Actions

Multiattack. The Sliver makes three claw attacks

Claw. Melee Weapon Attack: +11, Reach 10ft., one target, Hit: 16 (2d10+6) slashing damage

Legendary Actions

The Sliver can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Sliver regains spent legendary actions at the start of its turn.

Detect. The Sliver makes a Wisdom (Perception) check.

Claw Attack. The Sliver makes a Claw attack.



Sliver Queen

Gargantuan Monstrosity (shapechanger), True Neutral


  • Armor Class 18 (natural armor)
  • Hit Points 280 (17d20 + 102)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 18 (+4) 18 (+4) 22 (+6)

  • Saving Throws Con +12, Int +10 ,Wis +10, Cha +12
  • Skills Perception +10
  • Condition Immunities Charmed, frighted
  • Senses Darkvision 60ft. passive perception 20
  • Languages Sliver (telepathic)
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the Sliver fails a saving throw, it can choose to succeed instead.

Hive Mind. All Sliver within 100 miles of their Queen are in constant communication via telepathic link. If one Sliver is aware of a threat, they all are.

Queen's Influence. All Slivers within 300 ft. of the Queen Sliver have immunity to be charmed and frighted. Also, whenever the slivers in range makes a attack, skill check or saving throw, it rolls a d6 and add the number rolled.

Actions

Multiattack. The Sliver makes three claw attacks and one tail attack.

Claw. Melee Weapon Attack: +13, Reach 15ft., one target, Hit: 20 (2d12+7) slashing damage

Tail. Melee Weapon Attack: +13, Reach 20ft., one target, Hit: 18 (2d10+7) bludgeoning damage

Frightful Presence. Each creature of the Sliver's choice that is within 120 feet of her and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Sliver's Frightful Presence for the next 24 hours.

Bonus Actions

New Life. The Sliver Queen loses 4 (1d8) hit points and gives birth to a new Sliver (CR 1/2), the new creature appears in an unoccupied space within 5 feet from her.

Forced Evolution (Recharge 6). The Sliver Queen targets one Sliver (CR 1/2) within 300 ft. from her. The target transforms permanently into a sliver creature of challenge rating 4 or lower. The target regains its hit points up to the maximum of its new form.

Reactions

Queen's Protection. If a creature in range makes an attack against one of the Sliver Queen allies, she can make a melee attack against the attacking creature.

Legendary Actions

The Sliver can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Sliver regains spent legendary actions at the start of its turn.

Claw Attack. The Sliver makes a Claw attack.

Movement. The Sliver moves up to its speed.

Mother's Heart (Cost 3 actions). All Slivers within 300 ft. of the Queen Sliver regains 9 (2d8) hit points.

Metallic Sliver

Volrath is said to have genetically modified the slivers, but to what extent is also unknown. He attempted to create artificial slivers, but these were a poor approximation of the real thing and had no innate abilities to share with the hive. These Metallic Slivers were used to spy on the sliver hive.


Metallic Sliver

Medium Construct (shapechanger), Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses Darkvision 60ft. passive perception +13
  • Languages understands the languages of its creator but can't speak
  • Challenge 1 (200 XP)

False Sliver. To others Slivers the Metallic Sliver is indistinguishable from a regular Sliver.

Hive Target. The Metallic Sliver counts as a proper Sliver to receive benefits and abilities, even from hostile creatures.

Unusual Nature. The Metallic Sliver doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Metallic Sliver makes two claw attacks

Claw. Melee Weapon Attack:+4, Reach 5ft., one target, Hit: 5 (1d6+2) slashing damage

Using Slivers in your game

Slivers, as clearly demonstrated, can and will become very deadly, very quickly.


So it is recommended that groups of players first face small squads of this creature, to get used to the mechanics.


Lower level characters (1-5) are likely to win in a battle against a squad with 1-2 variant Slivers, accompanied by an adequate number of regular Slivers.


Higher level characters (6-10) are already capable of taking on larger squads, with at least 3 variant Slivers and their regular subservients, especially if they are used to the mechanics.


Characters with heroic levels (11-15) should already be able to take on large groups with many variants, and waves of enemies.


High level characters (16-20) should be able to face Commander Slivers (Overlord/Queen) adding up all the variables.


Either way, using specific variant Slivers can really turn the tide and leave adventurers in a very delicate situation, depending on the weaknesses of the party in question.


Therefore, caution is recommended.


Art
  • Sliver Legion - Ron Spears
  • Virulent Sliver - Franz Vohwinkel
  • Winged Sliver - Anthony S. Waters
  • Fury Sliver - Parente
  • Shadow Sliver - Warren Mahy
  • Enduring Sliver - Josh Hass
  • Gemhide Sliver - John Matson
  • Vampiric Sliver - Thomas M. Baxa
  • Magma Sliver - Wayne England
  • Spitting Sliver - Steve Ellis
  • Quick Sliver - John Avon
  • Might Sliver - Jeff Miracola
  • Dementia Sliver - Una Fricker
  • Crystalline Sliver - L. A. Williams
  • Sidewinder Sliver - Ron Spencer
  • Frenetic Sliver - Luca Zontini
  • Armor Sliver - Scott Kirschner
  • Ghostflame Sliver - Luca Zontini
  • Sliver Overlord - Tony Szczudlo
  • Sliver Queen - Ron Spencer
  • Cleaving Sliver - David Gailet
  • Battering Sliver - Greg Staples
  • Harmonic Sliver - Luca Zontini
  • Poultice Sliver - Randy Galegos
  • Metallic Sliver - L. A. Williams

 

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