Slivers

by Dracovitch

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Shadowheart Apocrypha

Slivers

Slivers

Slivers are unique species of creature that originally came from the card game Magic: the Gathering. They are a hivemind race with extreme evolutionary adaptability that spreads throughout the colony. Slivers are one of my favorite original creatures in fantasy, so I have brought them to D&D, with a mix of existing MTG lore and my own homebrew lore.

Appearance

Slivers have an armored vertebrate body that ends in a long bifurcated whip-like tail. In the bulk of their body is a single arm that ends in a long sharp claw. Their heads are generally wedge shaped with armored tendrils coating the top. This general form has many permutations based on each individual sliver's evolutionary features.

Hives

Slivers live in great hives created from a cement-like secretion they form in their bodies. Once this secretion hardens, it has the same strength as stone. Because of this, many sliver hives can be found in mountains, the sides of cliffs, and even underground in some cases.

If there isn't a suitable location for a colony to build a hive, they will terraform the area with their secretions. Vast swaths of land will be broken down and replaced with their rocky homes, creating massive stone-like structures. In some cases, a colony will build their hives on the underside of great structures, creating pinecone-esque formations hanging from great heights.

Hivemind

Slivers are mentally linked to one another through a natural psychic pheremone. Through this shared connection they are able to spread their unique biological features to one another within a certain distance, causing rapid evolutionary changes to many slivers in a short amount of time. A sliver separated from the hivemind is little more then a feral animal, lashing out creatures in self defense or hunger.

Synaptic Lords

At the core of this hivemind is a what is known as a 'Synaptic Lord,' which is a sliver that has evolved sentience and independent thought. These slivers are the heart and mind of the colony, controlling all other slivers within their domain. Synaptic Lords are also the brood mothers of the colony, laying hundreds of eggs at a time to allow the colony to flourish. Due to the hivemind, a Synaptic Lord experiences the world through its brood while it remains deep within the hive. Because of this, may Synaptic Lords view their brood as an extension of themselves and thus an affront to any single sliver of the colony is an affront to the Synaptic Lord itself.

Alien Intelligence

While the Synaptic Lord that controls the colony is extremely intelligent, it does not function on the same basic principals as other sentient races. This is largely due to the advanced physiology and hivemind of the species. Anyone who manages to find themselves speaking to a Synaptic Lord must take care to explain things that the Lord might not understand, as the cultural barrier between species is vast, and the wrong words could cause quite the conflict.

Adaptations

A sliver begins to show distinct physical attributes within a few days of its birth and reaches maturity within weeks, connecting to the hivemind and incorporating the characteristics of nearby slivers. What defines a sliver's unique features is directly related to its experiences. Slivers in a volcanic environment evolve fire immunity and ways to hurl biological flame at their enemies. slivers that come into contact with other large predators might evolve harder armor plating and sharper or more numerous claws.

When a sliver develops one of these extreme evolutionary features the psychic connection passes the biological knowledge to the rest of the colony allowing slivers within a certain range to share the same abilities.

Sliversense

Despite the lack of visible sensory organs, slivers have no trouble experiencing the world around them through a series of complex internal sensory organs. This allows them to hear the world around them and pick up smells like any other creature. While slivers lack eyes, they can "see" through using a series a chitters and clicks that when combined with their psychic pheromones create a kind of advanced echolocation.

While a sliver's sensory organs are fragile enough to deafen them, their lack of eyes makes them immune to being blinded.

Running Slivers in Your Campaign

Slivers are a hivemind and thus tend to fight in groups, however depending on their adaptation can be found alone. Adaptations that lend themselves well to scouting or hunting might be found alone exploring areas for food or to expand the colony's territory.

Group Encounters

A group sliver encounter should generally consist of several Sliver Hive Guards and/or Sliver Hive Drones with maybe one or two slivers with very generic adaptations to buff the group. When the group experiences something new that is considered a threat, a Guard or Drone can use its action to evolve into a type of Sliver. When it does, the statblock of the Guard or Drone is replaced by the new statblock. The new sliver removes all damage dealt and conditions it was affected by. For example, if a party that consists entirely of spellcasters fights a group of slivers, the drones might become Crystalline Slivers and Gemhide Slivers as these are adapted to specifically fight against spellcasters.

Sliver adaptations are immediate, so while the sliver has to use its action to evolve, the moment it does all other slivers in the area instantly gain the same benefits.

Solo Encounters

Fighting a single sliver on its own poses very little threat unless its adaptation is so powerful that it presents a threat to the entire party. But beware, a sliver within range of its Synaptic Lord immediately alerts it of what is going on with their hivemind, and thus the killing of a single sliver could bring down the might of the whole colony upon the party.

Synaptic Lords

Synaptic Lords are extremely intelligent, and through the colony can experience the entirety of the the territory around them. Depending on these experiences, the Lord enacts the slivers around it. A hive that is left undisturbed by the civilizations around it might leave the local populace alone and only hunt wild animals. If the hive's scouts and hunters are constantly attacked by people, the Lord might start going after villages preemptively to protect its brood.

A Synaptic Lord almost never leaves the heart of the hive unless forced to, as such any party that wants to take out a sliver colony, has to venture deep into a hive in order to find the Synaptic Lord. The Lords are always guarded by many Hive Guards and slivers with evolutionary adaptations built for protecting their leader.

Sliver Features

A sliver can be under the effect of any number of other sliver abilities at any given time. If there are 10 different slivers, then each one has ten different abilities. It is important to note that multiple features by slivers of the same name do not stack. So surrounding Slivers would not get a +2 AC bonus from having two Armor Slivers within range, however if one of them died, they would retain the +1 bonus since there is still an Armor Sliver in the area.

Sliver abilities that do the same thing, but are from different types of slivers do stack however. For instance, the colony has a +1 AC bonus from an Armor Sliver, if a Megantic Sliver appears then the AC increases to +4, as both are different creatures with abilities that grant a bonus to AC.

Sliver Statblock Integration

Each sliver has its unique ability integrated into its statblock by default. So A sliver that increases the size of slivers will already be bigger, a sliver that increases the attack bonus of slivers will already have a bonus to its attack, etc, etc. This means you never need to alter a sliver that is granting an ability, just all the others around it.

The Art

Slivers are creatures from the Magic the Gathering card game, and unfortunately there is not quality hi-res art pieces for every card art of every sliver. Despite this, I still really wanted to use the original arts for the slivers that came directly from the sets. As such, much of the art is gonna be lower in quality as I've blown up smaller images to make it work. I've also opted to put them in fancy frames rather than the usual background blotch method, because they're better seen that way. For the homebrew Slivers, lucky me there's a fair bit of good fan art on the Internet!

Base Sliver Forms

These are the stages of a sliver's life cycle that have experienced no adaptations.


Sliver Hatchling

Tiny Monstrosity (Sliver), unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Actions

Claw. Melee weapon attack: +0 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.


Sliver Hive Drone

Small Monstrosity (Sliver), unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Actions

Claw. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) Piercing damage.


Sliver Hive Guard

Medium Monstrosity (Sliver), unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.

Evolved Slivers

These slivers have adapted to the world around them in a myriad of ways to aid the colony.


Acidic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Acid, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Corrosive Adaptation. All Slivers within 60 feet of the Acidic Sliver gain its Acidic Secretions feature.

Acidic Secretions. The Sliver gains resistance to Acid damage and deals an additional 1d6 Acid damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Acid damage.


Armor Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Silversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Armored Adaptation. All Slivers within 60 feet of the Armor Sliver gain its Chitinous Armor feature.

Chitinous Armor: The Sliver gains a +1 bonus to its AC.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Basal Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Basal Adaptation. Each Sliver within 60 feet of the Basal Sliver gains its Basal Rupture feature.

Basal Rupture. When the sliver dies, its releases a cloud of necrotic gas. Each non-sliver creature within 5 ft of the sliver must make a Constitution saving throw equal to 8 + the sliver's Constitution modifier + its Proficiency Bonus. On a failed save a creature takes 2d6 necrotic damage, or half as much on on a successful save.

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.


Barbed Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Barbed Adaptation. All Slivers within 60 feet of the Barbed Sliver gain its Barbed Spines feature.

Barbed Spines. Whenever a creature hits the Sliver with a melee weapon attack, it takes piercing damage equal to the Sliver's Dexterity modifier.

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Battering Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Battering Adaptation. All Slivers within 60 feet of the Burrowing Sliver gain its Battering Chitin and Charge features.

Battering Chitin. The sliver gains the charge feature, and a Ram attack that uses Strength for its attack and damage rolls and deals 1d6 damage on a hit.

Charge. If the Sliver moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw equal to 8 + the Sliver's Strength modifier + its proficiency bonus, or be knocked prone.

Actions

Ram. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) Bludgeoning damage.

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.


Bladeback Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+4) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Bladeback Adaptation. All Slivers within 60 feet of the Bladeback Sliver gain its Bladeback Spines feature.

Bladeback Spines. Creatures provoke opportunity attacks from the Sliver even if they take the Disengage action before leaving its reach.

Actions

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Blade Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Blade Adaptation. Each Sliver within 60 feet of the Blade Sliver gains its Bladed Claws feature.

Bladed Claw. The Sliver gains a +1 bonus to attack rolls made with its natural weapons.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Blur Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 60 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Blur Adaptation. All Slivers within 60 feet of the Blur Sliver gain its Blurred Speed feature.

Blurred Speed. The Sliver's walking speed is doubled.

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Bonescythe Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Bonescythe Adaptation. Each Sliver within 60 feet of the Bonescythe Sliver gains its Bonescythe Claw feature.

Bonescythe Claw. The Sliver's natural weapons deal an additional 2d6 damage and can choose to deal either Piercing or Slashing damage with its Claw attack.

Actions

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 2d6 + 5) Piercing or Slashing damage.


Bonesplitter Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Bonesplitter Adaptation. Each Sliver within 60 feet of the Bonesplitter Sliver gains its Bonesplitter Claw feature.

Bonesplitter Claw. The Sliver's natural weapons ignore resistances and immunities to nonmagical bludgeoning, piercing, and slashing damage.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Brood Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Brood Adaptation. Each Sliver within 60 feet of the Brood Sliver gains its Pack Tactics feature.

Pack Tactics. The Sliver has advantage on an attack roll against a creature if at least one of the Sliver's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Burrowing Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 30 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Burrowing Adaptation. All Slivers within 60 feet of the Burrowing Sliver gain its Burrowing Plates feature.

Burrowing Plates. The Sliver's Burrow speed increases by by 15 ft., can burrow through solid rock at half its burrow speed and leaves a 5-foot diameter tunnel (Medium or smaller) or a 10-foot-diameter (Large or larger) tunnel in its wake.

Actions

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.


Cleaving Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Cleaving Adaptation. Each Sliver within 60 feet of the Cleaving Sliver gains its Cleaving Claw feature.

Cleaving Claw. The Sliver can make an additional attack when it takes the attack action.

Actions

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.


Clot Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Clotting Adaptation. Each Sliver within 60 feet of the Clot Sliver gains its Regeneration feature.

Regeneration. At the start of the Sliver's turn, it regains hit points equal to twice its Constitution modifier.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Cloudshredder Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 20 ft., Fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Cloudshredder Adaptation. Each Sliver within 60 feet of the Cloudshredder Sliver gains its Cloudshredder Flight feature.

Cloudshredder Flight. The Sliver has a Fly speed of 50 ft., and the Dive Attack feature.

Dive Attack. If the Sliver is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Constricting Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Constricting Adaptation. Each Sliver within 60 feet of the Constricting Sliver gains its Constricting Tail feature.

Constricting Tail. The Sliver gains a Tail attack that uses Strength for its attack and damage rolls. On a hit, the creature is grappled and retrained (escape DC is equal 8 + the Sliver's Proficiency Bonus + its Strength modifier). The Sliver can only have one creature grappled with way at a time.

Actions

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Piercing damage.

Tail. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Bludgeoning damage, and the target is grappled and restrained. Until this grapple ends, the Sliver can't use its Tail on another target.


Crypt Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Crypt Adaptation. Each Sliver within 60 feet of the Crypt Sliver gains its Crypt Hunger feature.

Actions

Crypt Hunger. The Sliver can use its action to consume a corpse within 5 feet of it. When it does, it regains hit points equal to 1d10 + the Sliver's Proficiency Bonus + its Constitution modifier.

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) Piercing damage.


Crystalline Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 8 (-1) 17 (+3) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Crystalline Adaptation. Each Sliver within 60 feet of the Crystalline Sliver gains its Magic Resistance feature.

Magic Resistanc. The Sliver has advantage on saving throws against spells and other magical effects.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Cryotic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Cold, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Cryotic Adaptation. All Slivers within 60 feet of the Cryotic Sliver gain its Icy Veins feature.

Icy Veins. The Sliver gains resistance to Cold damage and deals an additional 1d6 Cold damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Cold damage.


Darkheart Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Darkheart Adaptation. Each Sliver within 60 feet of the Darkheart Sliver gains its Darkheart Empowerment feature.

Darkheart Empowerment. The Sliver's Constitution Score increases by 2.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 5) Piercing damage.


Diffusion Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 8 (-1) 15 (+2) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Diffusion Adaptation. Each Sliver within 60 feet of the Diffusion Sliver gains its Diffusing Call feature.

Actions

Diffusing Call (Recharge 5-6). As an action the Sliver lets out a disorienting psychic call in a 30 foot cone. Each creature in the area that isn't a Sliver must make a Constitution Saving Throw or take 1d10 Psychic damage and gain the Dazed condition until the start of their next turn. The save DC is equal to 8 + the Sliver's Proficiency Bonus + its Wisdom Modifier.

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Essence Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Essence Adaptation. Each Sliver within 60 feet of the Essence Sliver gains its Essence Guard feature.

Essence Guard. When the Silver rolls for Initiative, it gains temporary hit points equal to its Constitution Score.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) Piercing damage.


Fulminating Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Lightning, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Fulminating Adaptation. All Slivers within 60 feet of the Fulminating Sliver gain its Electrical Currents feature.

Electrical Currents. The Sliver gains resistance to Lightning damage and deals an additional 1d6 Lightning damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Lightning damage.


Frenetic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Frenetic Adaptation. Each Sliver within 60 feet of the Frenetic Sliver gains its Frenetic Movement feature.

Frenetic Movement. The Sliver's Dexterity Score increases by 2.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Frenzy Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+4) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Frenzy Adaptation. All Slivers within 60 feet of the Frenzy Sliver gain its Frenzied Strikes feature.

Frenzied Strikes. If the Sliver uses its Action to make an attack with one of its natural weapons, it can use its Bonus Action to make another natural weapon attack.

Actions

Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Fury Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 7 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Fury Adaptation. Each Sliver within 60 feet of the Fury Sliver gains its Reckless feature.

Reckless. At the start of its turn, the Sliver can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Piercing damage.


Galerider Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 20 ft., Fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Galerider Adaptation. Each Sliver within 60 feet of the Galerider Sliver gains its Galerider Flight feature.

Galerider Flight. The Sliver has a Fly speed of 50 ft., and the Flyby feature.

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

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Gemhide Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 8 (-1) 17 (+3) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Gemhide Adaptation. Each Sliver within 60 feet of the Gemhide Sliver gains its Magic Repellent feature.

Magic Repellent. The Sliver has resistance to damage from spells.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Ghostflame Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Force, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Ghostflame Adaptation. All Slivers within 60 feet of the Ghostflame Sliver gain its Ghostfire Talons feature.

Ghostfire Talons. The Sliver gains resistance to Force damage and deals an additional 1d6 Force damage with natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Force damage.


Harmonic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Harmonic Adaptation. Each Sliver within 60 feet of the Harmonic Sliver gains its Destructive Harmonics feature.

Destructive Harmonics. Any nonmagical weapon made of metal that hits the Sliver corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the Sliver is destroyed after dealing damage. The Sliver corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the Sliver's touch.

When the Sliver hits with a Claw attack, if the creature is wearing either metal armor or a metal shield, the Sliver can choose to hit that piece of metal specifically. The object takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) Piercing damage.


Hollowhead Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 1 (-5) 16 (+3) 6 (-2)

  • Damage Immunities Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Hollowhead Adaptation. Each Sliver within 60 feet of the Hollowhead Sliver gains its immunity to psychic damage.

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.


Hunter Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Hunter Adaptation. Each Sliver within 60 feet of the Hunter Sliver gains its Hunter's Instincts feature.

Hunter's Instincts. The Sliver has advantage on Intelligence (Investigation), and Wisdom (Perception) checks.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Lancer Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Lancer Adaptation. Each Sliver within 60 feet of the Lancer Sliver gains its Lancer Claw feature.

Lancer Claw. The Sliver's Claw attack has its range increased by 5 ft.

Actions

Claw. Melee weapon attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Lavabelly Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Fire, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Lavabelly Adaptation. Each Sliver within 60 feet of the Lavabelly Sliver gains its Fiery Blood feature.

Fiery Blood. The Sliver gains resistance to Fire damage and deals an extra 1d6 Fire damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) Piercing damage and 3 (1d6) Fire damage.


Luminescent Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Radiant, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Luminescent Adaptation. All Slivers within 60 feet of the Luminescent Sliver gain its Radiant Form feature.

Radiant Form. The Sliver gains resistance to Radiant damage and deals an additional 1d6 Radiant damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Radiant damage.


Megantic Sliver

Huge Monstrosity (Sliver), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft., Burrow 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus: +4

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Megantic Adaptation. Each Sliver within 60 feet of the Megantic Sliver gains its Megantic Growth feature.

Megantic Growth. The Sliver increases by one size category, and gains a +3 bonus to its AC, Attack, and Damage rolls.

Actions

Claw. Melee weapon attack: +13 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) Piercing damage.


Might Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Might Adaptation. Each Sliver within 60 feet of the Might Sliver gains its Mighty Bulk feature.

Mighty Bulk. The Sliver's Strength Score increases by 2.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Mindlash Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (450 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Mindlash Adaptation. All Slivers within 60 feet of the Mindlash Sliver gain its Mindlash feature.

Actions

Mindlash. One creature within 90 ft of the sliver makes an Intelligence saving throw equal to 8 + the Sliver's Constitution modifier + its Proficiency Bonus. On a failed save the creature takes 3d6 psychic damage, or half as much on a successful save..

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Necrotic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Necrotic, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Necrotic Adaptation. All Slivers within 60 feet of the Necrotic Sliver gain its Necrotic Talon feature.

Necrotic Talon. The Sliver gains resistance to Necrotic damage and deals an additional 1d6 Necrotic damage with its natural weapons

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Necrotic damage.


Plated Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic, nonmagical bludgeoning, piercing, and slashing
  • Condition Immunities Blinded
  • Senses Silversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Plated Adaptation. All Slivers within 60 feet of the Plated Sliver gain its Chitinous Plating feature.

Chitinous Plating. The Sliver gains resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Quilled Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Quill Adaptation. All Slivers within 60 feet of the Quilled Sliver gain its Quill Spikes feature.

Quill Spikes. The Sliver launches sharp quills from its body. It gains a ranged attack that uses Dexterity for its attack and damage roll, and has a range of 30/90. On a hit, the Sliver deal 1d8 Thunder damage.

Actions

Quill. Ranged weapon attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Screeching Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic, Thunder
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Screeching Adaptation. All Slivers within 60 feet of the Screeching Sliver gain its Thunderous Acoustics feature.

Thunderous Acoustics. The Sliver gains resistance to Thunder damage and gains the Screech attack. The Screech attack is a ranged attack that uses Dexterity for its attack and damage roll, and has a range of 20/60. On a hit, the sliver deal 1d6 piercing damage.

Actions

Screech. Ranged weapon attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d8 + 3) Thunder damage.

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Sentinel Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+1) 13 (+1) 12 (+1) 8 (-1) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 20
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Sentinel Adaptation. Each Sliver within 60 feet of the Sentinel Sliver gains its Sentinel's Watch feature.

Sentinel's Watch. The Sliver is proficient in the Perception skill, and gains a +5 bonus to its passive Perception

Actions

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) Piercing damage.


Spinneret Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Spinneret Adaptation. Each Sliver within 60 feet of the Spinneret Sliver gains its Web Sense, Web Walker, and Web features.

Web Sense. While in contact with a web, the Sliver knows the exact location of any other creature in contact with the same web.

Web Walker. The Sliver ignores movement restrictions caused by webbing.

Actions

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Piercing damage.


Striking Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Striking Adaptation. Each Sliver within 60 feet of the Striking Sliver gains its Striking Lunge feature.

Striking Lunge. The Sliver gains a bonus to its Initiative rolls equal to its Proficiency Bonus.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) Piercing damage.


Syphon Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Syphon Adaptation. Each Sliver within 60 feet of the Syphon Sliver gains its Syphon Tendrils feature.

Syphon Tendrils. The Sliver gains a Tentacle attack that uses Strength for its attack and damage rolls. On a hit a creature takes 2d8 + the Sliver's Strength modifier and regains hit points equal to half of the damage dealt.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) Piercing damage.

Tentacle. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) Piercing damage and the Sliver regains half the damage dealt.


Two-Headed Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Two-Headed Adaptation. Each Sliver within 60 feet of the Two-Headed Sliver gains its Multiheaded feature.

Multiheaded. The Sliver can't be surprised, and it has advantage on saving throws against being knocked Unconscious.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Ward Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Ward Adaptation. Each Sliver within 60 feet of the Ward Sliver gains its Mystic Ward feature.

Mystic Ward. The Sliver gains a +2 bonus to its saving throws.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) Piercing damage.


Watcher Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Watcher Adaptation. Each Sliver within 60 feet of the Watcher Sliver gains its Watchful Gaze feature.

Watchful Gaze. The Sliver's Wisdom Score increases by 2.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Venom Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Poison, Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Venomous Adaptation. All Slivers within 60 feet of the Venom Sliver gain its Venomous Claw feature.

Venomous Claw. The Sliver gains resistance to Poison damage and deals an additional 1d6 Poison damage with its natural weapons.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage and 3 (1d6) Poison damage.


Manaweft Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 8 (-1) 17 (+3) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Manaweft Adaptation. Each Sliver within 60 feet of the Manaweft Sliver gains its Manaweft Biology feature.

Manaweft Biology. The Sliver's natural weapons count as magical for thew purposes of overcoming resistances and immunities.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Telekinetic Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Telekinetic Adaptation. Each Sliver within 60 feet of the Watcher Sliver gains its Telekinetic Brain feature.

Telekinetic Brain. The Sliver's Intelligence Score increases by 2.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Taunting Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Taunting Adaptation. Each Sliver within 60 feet of the Watcher Sliver gains its Taunting Frill feature.

Taunting Frill. The Sliver's Charisma Score increases by 2.

Actions

Claw. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.


Horned Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Silversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Horned Adaptation. All Slivers within 60 feet of the Horned Sliver gain its Horned Plates feature.

Horned Plates: The Sliver gains a +2 bonus to its AC.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Muscle Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., Burrow 15 ft.

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

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 1 (200 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Muscle Adaptation. Each Sliver within 60 feet of the Muscle Sliver gains its Enhanced Musculature feature.

Enhanced Musculature.. The Sliver gains a +1 bonus to damage rolls made with its natural weapons.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Sinew Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Sinew Adaptation. Each Sliver within 60 feet of the Sinew Sliver gains its Sinew Enhancements feature.

Sinew Enhancements. The Sliver gains a +2 bonus to damage rolls made with its natural weapons.

Actions

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) Piercing damage.


Enduring Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Enduring Adaptation. Each Sliver within 60 feet of the Enduring Sliver gains its Enduring Chitin feature.

Enduring Chitin. The Sliver gains a +3 bonus to its AC.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) Piercing damage.


Magma Sliver

Large Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 40 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 8 (-1) 12 (+1) 6 (-2)

  • Damage Immunities Fire
  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Magma Adaptation. Each Sliver within 60 feet of the Magma Sliver gains its Malleable Magma feature.

Malleable Magma. The Sliver gains immunity to Fire damage.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 4) Piercing damage.


Spined Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+4) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)
  • Proficiency Bonus: +2

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Spined Adaptation. All Slivers within 60 feet of the Spined Sliver gain its Sharp Spines feature.

Sharp Spines. The Sliver gains a +2 bonus to attack rolls made with its natural weapons.

Actions

Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Piercing damage.


Synchronous Sliver

Medium Monstrosity (Sliver), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus: +3

Hivemind. While the Sliver is within the range of the nearest Synaptic Lord, it acts normally. If the Sliver is ever not within the range of a Synaptic Lord, its Intelligence is reduced to 3, and the only actions it can take are to make Claw attacks, or take the Dash, Disengage, or Dodge actions.

Synchronous Adaptation. Each Sliver within 60 feet of the Synchornous Sliver gains its Synchronized Strike feature.

Synchronized Strike. The Sliver gains a +3 bonus to attack rolls made with its natural weapons.

Actions

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Piercing damage.

Synaptic Lords

The psychic titans that control sliver colonies through the hivemind and birth new slivers into the world.



Sliver Gravemother

Huge Monstrosity (Sliver), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 310 (27d12 + 135)
  • Speed 60 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 21 (+5) 25 (+7) 18 (+4) 16 (+1)

  • Saving Throws Str +12, Con +11, Int +13
  • Skills Arcana +12, Perception +10
  • Damage Immunities Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 20
  • Languages -
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus: +6

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

Gravemother's Influence. The Gravemother's influence over her hive extends out to 5 miles. While under the Gravemother's influence, a sliver gains her Might of the Necrosliver feature.

Might of the Necrosliver. Whenever another Sliver is reduced to 0 hit points, it returns to life with half its hit point maximum. Its creature type changes to Undead (Sliver), and if damage reduces the Sliver to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Sliver drops to 1 hit point instead.

Innate Spellcasting. The Gravemother's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components

At will: chill touch, message, mind sliver, sapping sting

3/day each: cause fear, inflict wounds, mind spike, mind whip

2/day each: Ray of enfeeblement, spirit shroud, wither and bloom

1/day each: blight, enervation, synaptic static

Actions

Multiattack. The Sliver Gravemother makes three claw attacks.

Claw. Melee weapon attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) Piercing damage.

Legendary Actions

Sliver Strike. The Gravemother makes one attack with her claw, or casts one of her cantrips.

Detect. The Gravemother makers a Wisdom (Perception) check.

Deathly Wail. (Costs 3 Actions) The Gravemother lets out a mournful wail. This wail has no effect on constructs or undead. All other creatures within 30 feet of her that can hear her must make a DC 19 Constitution saving throw. On a failure, a creature is stunned until the end of its next turn. A creature that succeeds on the saving throw is immune to the wail for 24 hours.

Sliver Gravemother

Gravemother's are a special breed of Sliver Queen that evolve on rare occasions when they are the lone survivor of their colony being exterminated.

Gravemother's are powerful necromancers who are fanatical in the protection of their colony, so much so that their magic allows other sliver's under the Gravemother's influence to resurrect upon death. The downside to this influx of necromantic power is that the range of their influence is greatly reduced compared to that of other Synaptic Lords.

Legends tell of the first recorded Gravemother coming about after years of her colony being enslaved and used as beasts of burden. Tired of watching her brood being worked to death, the Queen became a Gravemother and freed the other slivers. The Gravemother would then lead an extremely powerful colony that wiped out almost all other sentient life on the plane.



Sliver Hivelord

Huge Monstrosity (Sliver), unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 253 (22d12 + 110)
  • Speed 60 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 20 (+5) 18 (+4) 16 (+3) 14 (+2)

  • Saving Throws Str +12, Con +10, Int +8
  • Skills Perception +8
  • Damage Immunities Psychic, bludgeoning, piercing, and slashing damage from non magical attacks
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 18
  • Languages -
  • Challenge 15 (13,000 XP)
  • Proficiency Bonus: +5

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

Hivelord's Influence. The Hivelord's influence over its hive extends out to 10 miles. While under the Hivelord's influence, a sliver gains its Indestructible Shell feature.

Indestructible Shell. The Sliver has immunity to nonmagical bludgeoning, piercing, and slashing damage and is resistant to magical bludgeoning, piercing, and slashing damage.

Innate Spellcasting. The Hivelord's innate spellcasting ability is Intelligence (spell save DC 17, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components

At will: message, mind sliver

3/day each: mind spike

2/day each: mind whip

1/day each: synaptic static

Actions

Multiattack. The Sliver Hivelord makes three claw attacks.

Claw. Melee weapon attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) Piercing damage.

Legendary Actions

Sliver Strike. The Hivelord makes one attack with its claw, or casts one of its cantrips.

Detect. The Hivelord maker a Wisdom (Perception) check.

Vicious Assault. (Costs 3 Actions) The Hivelord strikes with all its appendages at once. Each creature of the Hivelord's choice within 10 feet of it must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning, 1d8 piercing, 1d8 slashing damage, is knocked up to 10 feet away from the Hivelord, and is knocked prone. On a successful save, a creature takes half of the damage dealt and it pushed up to 5 feet away.

Sliver Hivelord

A Hivelord is a specialized Sliver Queen that is born from conflict. When the slivers from a colony are often hunted or attacked by outsiders, or the hive itself is under constant threat, a Queen will become a Hivelord in order to protect its progeny. When this happens, the Hivelord's influence greatly hardens and reinforces the bodies of its brood, making them much harder to kill.

Hivelord's are dangerous Synaptic Lords, as they use their hives to actively seek out and destroy other sentient life. A Hivelord believes that any species that would do its colony harm must be eradicated regardless of reason. Many innocent villages have been annihilated by these tyrannical colonies, unaware that their execution is often the folly of some other settlement.


Sliver Legion

Gargantuan swarm of Medium Monstrosities (Sliver), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 155 (10d20 + 50)
  • Speed 40 ft., Burrow 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 8 (-1)

  • Skills Perception +5
  • Damage Resistances Psychic, bludgeoning, piercing, slashing
  • Condition Immunities Blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses Sliversense, passive Perception 15
  • Languages -
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus: +4

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium Sliver. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The Sliver Legion makes five Claw attacks.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target in the swarm's space. Hit: 11 (2d6 + 5) Piercing damage, or 8 (1d6 + 5) piercing damage if the swarm has half of its hit points or fewer.

Sliver Legion

There are few things more terrifying then a tide of chittering claws washing over everything in its path, causing a seemingly mindless swath of destruction in its wake. Such is the Sliver Legion. When a colony loses its Synaptic Lord, the slivers become mindless feral animals merely striking out to survive with no purpose. However when one of these sliver's becomes aware of itself and begins the slow evolution into a Synaptic Lord, other slivers are drawn to it. The burgeoning queen surrounds itself with as many other slivers as it can, and the Legion is formed.

A Sliver Legion has one purpose, feed the queen. They forgo all evolutionary adaptations and focus solely on keeping their new leader alive, caring not for who or what lies in their path. A Legion can wipe out an entire countryside inside of a day before stopping to rest for only a few hours. Once the queen has fully matured, the Legion will begin building a hive where ever they have ended up, creating a true sliver colony.



Sliver Overlord

Huge Monstrosity (Sliver), unaligned


  • Armor Class 24 (natural armor)
  • Hit Points 478 (33d12 + 264)
  • Speed 60 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 27 (+8) 20 (+5) 21 (+5) 17 (+3)

  • Saving Throws Str +17, Con +16, Int +13
  • Skills Perception +13
  • Damage Immunities Poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses Sliversense, passive Perception 23
  • Languages -
  • Challenge 28 (120,000 XP)
  • Proficiency Bonus: +8

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

Magic Resistance. The Overlord has advantage on saving throws against spells and other magical effects.

Overlord's Influence. The Overlord's influence acts as a 60 ft. aura that surrounds it. Any creature that enters the aura for the first time in a turn, or starts its turn there must make a DC 21 Constitution saving throw. On a failed save, the creature immediately mutates into a Sliver, replacing its statblock with a Sliver Hive Guard. A creature that succeeds on the save is immune to the aura for 24 hours. Any creature turned into a sliver in this manner is completely under the Overlord's control and cannot be changed back until the Overlord dies, is no longer on the same plane of existence, or by the wish spell. A Sliver from another hive that enters the aura automatically assumes the Overlord as its new Synaptic Lord. Undead and Constructs are immune to the aura.

Evolutionary Apex. The Overlord maintains complete control over a creature that is affected by its influence while they are on the same plane as it.

Innate Spellcasting. The Hivelord's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components

At will: command, crown of madness, message, mind sliver

3/day each: mind spike, mind whip

2/day each: enemies abound, synaptic static

1/day each: psychic scream

Actions

Multiattack. The Sliver Overlord makes four claw attacks.

Claw. Melee weapon attack: +17 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 9) Piercing damage.

Legendary Actions

Sliver Strike. The Overlord makes one attack with its claw, or casts one of its cantrips.

Detect. The Overlord maker a Wisdom (Perception) check.

Spontaneous Brood. (Costs 3 Actions) The Overlord disgorges 1d10 slivers of Large size or smaller under its control.

Sliver Overlord

Often referred to as 'the end of evolution,' a Sliver Overlord is truly the apex of the species. So powerful is its psychic pheromones that any creature within close proximity to the Overlord will immediately mutate into a sliver under its control. These horrific titans of sliverkind are reviled even by other Synaptic Lords, as their broods will bend the knee to the Overlord against their will if the Overlord ever touches their minds.

While other Synaptic Lords lay eggs that hatch into sliver hatchlings and become hive drones and hive guards as they mature, Overlords give live birth to fully formed slivers that have already been assigned evolutionary traits according to the will of the Overlord. Because of this method of reproduction and the Overlord's iron grip on the minds of any sliver that comes into contact with it, they are near impossible to stop once they set out a course of action.



Sliver Queen

Huge Monstrosity (Sliver), unaligned


  • Armor Class 17 natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 60 ft., Burrow 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 23 (+6) 24 (+7) 16 (+3) 14 (+2)

  • Saving Throws Str +9, Con +10, Int +11
  • Skills Perception +7
  • Damage Immunities Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 17
  • Languages -
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus: +4

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

Queen's Influence. The Sliver Queen's influence over its hive extends out to 10 miles. While under the Sliver Queen's influence, a sliver gains its Will of the Matriarch feature.

Will of the Matriarch. The Sliver has 20 temporary hit points. If it has no temporary hit points left, it gains 20 the next day at dawn.

Innate Spellcasting. The Sliver Queen's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no components

At will: message, mind sliver

3/day each: mind spike

2/day each: mind whip

1/day each: synaptic static

Actions

Multiattack. The Sliver Queen makes three claw attacks.

Claw. Melee weapon attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) Piercing damage.

Legendary Actions

Sliver Strike. The Sliver Queen makes one attack with its claw, or casts one of its cantrips.

Detect. The Sliver Queen maker a Wisdom (Perception) check.

Protect the Brood. (Costs 3 Actions) The Sliver Queen and any slivers within 120 feet of it regain 6d6 +4 hit points. A Sliver that reaches its hit point maximum from this healing can immediately use its reaction to make a weapon attack against a hostile creature.

Sliver Queen

The most numerous of the Synaptic Lords, Sliver Queens are what almost every Synaptic Lord starts out as. They are the core of their colony, a brood mother who experiences the world through the colony's adventures.

While a Sliver Queen may seem like the most basic of the Synaptic Lords, it is also the one most willing to speak with other races that come into contact with a colony. This doesn't always mean peace between the races, but can often lead to a tentative agreement. The Queen keeps her hive out of the local's resources and the locals leave the colony's feeding grounds be.

Archetypes

Druid

Circle of the Hivemind

There are those who study slivers to such a degree that they have tapped into the hivemind, forever altering their magic. These druids shapeshift into slivers in order to get closer to the colony, and are often studied by Synaptic Lords for their tenacity.

Circle of the Hivemind Features
Druid Level Feature
2nd Circle Spells, Guest of the Hive, Sliver Forms
6th Synaptic Boon
10th Evolved Sliver Form
14th Synaptic Spellcaster

Circle Spells

Your psychic link to the hivemind grants you access to certain spells. At 2nd level, you learn the mind sliver cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Hivemind Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Hivemind Spells
Druid Level Spells
2nd detect sliver,* dissonant whispers
3rd mind spike, summon sliver*
5th hive stirrings,* sending
7th confusion, freedom of movement
9th passwall, synaptic static

Guest of the Hive

Also at 2nd level, your connection to the Hivemind grants you perks when dealing with other slivers. Sliver creatures are not hostile towards you unless you attack it or target it with a spell. Additionally, you have advantage on Charisma skill checks when dealing with Synaptic Lords.

Sliver Forms

Finally at 2nd level, your wildshape is forever changed by your connection to the hivemind. When you use your Wildshape feature, you can only turn into Slivers and lose the ability to shapeshift into any other life form. You can shift into a Sliver with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a Sliver with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Hivemind Sliver Forms
Level Max. CR Limitations
2nd 1 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2 -
9th 3 -
12th 4 -
15th 5 -
18th 6 -

Synaptic Boon

Starting at 6th level, your Sliver Form embodies one of the great Synaptic Lords. When you wildshape into a Sliver Form, you can choose to gain one of the following abilities of your choice:

Gravemother. The first time your Sliver Form is reduced to 0 hit points, it is reduced to 1 hit point instead.

Hivelord. You have resistance to bludgeoning, piercing, and slashing damage.

Legion. You have advantage on melee attack rolls against another creature if at least one of your allies is within 5 feet of the target creature and the ally isn't incapacitated.

Overlord. You can cast the command spell once while in your Sliver Form.

Queen. When you shift into your Sliver Form, you gain a number of temporary hit points equal to your druid level.

Your Synaptic Boon lasts for 1 minute. Once you've used this feature, you can't do so again until you finish a short or long rest.

Evolved Sliver Form

At 10th level your magic permeates your sliver form making it much stronger. Attacks in your Sliver Form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you add your proficiency bonus to the damage of melee attacks made in your Sliver Form.

Synaptic Spellcaster

At 14th level, your connection to the hivemind grants you a limited ability to cast spells while in your Sliver Form. While in your Sliver Form, you can cast spells from your Circle Spells feature.

Ranger

Hivestone Symbiote

Some who find hivestone shards and taste the hivemind's power desire more. Hivestone Symbiotes are individuals who graft and implant hivestone shards into their body, granting them insight into sliver hives and the colonies within.

Hivestone Symbiote Features
Ranger Level Feature
3rd Hivestone Symbiote Magic, Sliver Senses, Sliver Familiar
7th Hivemind Host
11th Hive Symbiosis
15th Might of the Hive

Hivestone Symbiote Magic

Beginning when you take this archetype at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in Hivestone Symbiote Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hivestone Symbiote Spells
Ranger Level Spell
3rd detect sliver*
5th summon sliver*
9th hive stirrings*
13th freedom of movement
17th synaptic static

Sliver Senses

Also at 3rd level, the magic of the hivestones grants you limited access to the hivemind. You are immune to being blinded, and you learn the message and mind sliver cantrips.

Sliver Familiar

Finally at 3rd level, your connection to the colony through the hivestone shards allows you to magically summon them. You learn the find familiar spell. When you cast the spell, it always summons a Sliver Hatchling instead of the spell's normal options.

Hivemind Host

Starting at 6th level, your hivestone shards empower the slivers you summon. Whenever you summon a Sliver creature such as through find familiar or summon sliver it gains the following benefits:

  • The Sliver appears with a number of temporary hit points equal to your ranger level.
  • The damage from a Sliver's natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • Your Sliver Hatchling familiar can make attacks with its natural weapons.

Hive Symbiosis

Slivers you summon that aren't your Sliver Hatchling familiar count as familiars for you. The summoned slivers gain all the benefits of the find familiar spell, but can attack as normal.

Might of the Colony

At 15th level, the hivestone shards have given you powers that mimic those of a Synaptic Lords. When you cast a spell that summons Slivers, such as sumnmon sliver or hive stirrings you can use your reaction to cast a second spell that also conjures Slivers. If one or both require concentration, you can concentrate on them both at the same time, but lose concentration on both if your concentration is broken.

You can use this feature once, and regain all uses when you finish a long rest.

Warlock

Synaptic Lord Patron

On rare occasion, particularly powerful Synaptic Lords take interest in non-sliver individuals. Many times it is because of encounters with the individual, or perhaps the individual willingly helps the colony is some way. The Synaptic Lord will grant them the power of the Hivemind and everything that comes with it.


Prerequisite: Please note this archetype uses my Warlock Revised found in the Shadowheart Apocrypha: Classes book.

Synaptic Lord Features
Warlock Level Feature
1st Bonus Cantrip, Expanded Spell List, Chosen of the Hive, Synaptic Changes
6th Hivemind Expansion
10th Further Evolution
14th Sliverfication

Bonus Cantrip

When you choose this patron at 1st level, you learn the mind sliver cantrip if you don't already know it.

It is affected by your blast shapes where it makes sense for the spell to have such a function, but cannot be altered by blast shapes with the transfiguration tag.

Expanded Spells

The Synaptic Lord grants you access to a special pool of spells. You learn additional spells when you reach certain levels in this class, as shown on the Synaptic Lord Expanded Spells table. Each of these spells counts as a Warlock spell for you, but it doesn't count against the number of Warlock spells you know.

Synaptic Lord Expanded Spells
Spell Level Spells
1st absorb elements, detect sliver*
2nd mind whip, summon sliver*
3rd clairvoyance, hive stirrings*
4th freedom of movement, psychic lance
5th dominate person, synaptic static

Chosen of the Colony

Also at 1st level, your patron bestows upon you some of the benefits of what it means to be a sliver. You are immune to being blinded and have resistance to Psychic damage.

Synaptic Changes

Finally at 1st level, your body begins to evolve in the same way as a sliver does. Choose an Evolved Sliver that has a CR equal to or less than half of your proficiency bonus. You gain the features of that Sliver. You can't gain features that would alter your form, such as a Constrictor Sliver's tail, or a Syphon Slivers tentacles.

You can choose a different Evolved Sliver to gain the features of whenever you finish a short rest.

Hivemind Expansion

Starting at 6th level, the adaptations to your form allow you to affect your allies. Sliver Adaptation features that you gain from your Synaptic CHanges feature apply to non-Sliver creatures of your choice within 30 feet of you.

Further Evolution

At 10th level, your body adapts well to the evolutionary changes of slivers. You can choose two Evolved Slivers to gain the features of with your Synaptic Changes feature.

Additionally, you are affected by the Sliver Adaptation features of other Slivers.

Sliverfication

At 14th level, your ability to adapt to the Sliver's evolutions has been perfected by your Synaptic Lord. You can now take Sliver Features that alter your form, and the range of your Hivemind Expansion increases to 60 feet.

Invocations


Chain Pact

If you take the Chain Pact invocation, you can choose a Sliver Hatchling as your familiar.


Talon of the First Sliver

Prerequsites: Blade pact, synaptic lord patron

When you summon your pact weapon, it is always a Talon of the Hive and you cannot bind any other weapons with your pact.

Skin of the First Sliver

Prerequisites: 6th level, synaptic lord patron

While you are not wearing armor, you can summon a special suit of Sliverhide leather armor as an action. The armor is automatically donned and cannot be removed from you unless you dismiss it, no action required.

Familiar's Evolution

Prerequisites: chain pact, synaptic lord patron

When you cast find familiar, you summon a Sliver Hive Drone instead of a Sliver Hatchling. At 5th level, you summon a Sliver Hive Guard instead.

Magic Items

Sliverhide Armor

Armor (any light or medium), very rare (requires attunement)


This armor is crafted from the skin and chitin of slivers. For reasons unknown, it appears to still react to the colony's evolutionary adaptations.

While attuned to this armor and wearing it, any Sliver feature that would increase AC, grant resistances, or grant advantage on saving throws also affects you.

Talon of the Hive

Weapon (sickle), very rare (requires attunement)


This weapon is the arm of a sliver, complete with its killing claw. For reasons unknown, it appears to still react to the colony's evolutionary adaptations.

While attuned to this weapon and wielding it, and Sliver feature that would alter the Sliver's claw attack applies to this weapon. If the feature would give the weapon more than 5 feet of reach or increase the damage dice above a d8, the weapon gains the two-handed property.

Hivestone

Wonderous Item, artifact (requires attunement)


Hivestones are large intricate statues depicting one or many slivers and enchanted with powerful magic. Crafted by those who wish to try and manipulate silver colonies, these statues are often placed close to hives to control them, or in nearby towns to ward off sliver assaults. The art of crafting and enchanting Hivestones has been lost to the ages on most planes, with existing stones either being misunderstood relics or sacred artifacts that have been well kept within their communities.

Unattuned. A Hivestone that has not been attuned to acts like a repelling force, scrambling the psychic pheromones and warding away any sliver within 1 mile of the stone. Forcing a sliver into an area with an unattuned stone reverts it to its feral state, driving the creature mad.

Attunement by a Non-Sliver Creature. When someone attunes to the Hivestone, they find themselves able to use the stone's full functionality. The stone has three modes that can be activated or deactivated as an action, and passively allows the user to be aware of any Sliver creature within 1 mile of the stone. The Hivestone's three modes are as follows:

  • Ward. The Hivestone acts as a repelling force and follows the same function as if it were unattuned.
  • Control. The Hivestone allows the user limited control over Slivers within 1 mile of the stone. Slivers within range treat the user as their Synaptic Lord and obey all of their commands. This affect also can be used to control Synaptic Lords, granting complete control over the colony.
  • Destruction. The stone sends out a powerful wave of magical energy that spreads out to 1 mile. Any Sliver creature within the area that is not a Synaptic Lord is instantly killed, and any Synaptic Lords within the area take 20d10 force damage.

Attunement by a Sliver Creature. In extremely rare cases, a Synaptic Lord can withstand the powers of a ivestone long enough to take control of it. When a Synaptic Lord has control of the stone, Non-Sliver creatures within 1 mile of the stone are psychically linked to the hivemind and become slaves to the Synaptic Lord who is attuned to the Hivestone.

Hivestone Shards. Hivestones that are millenia old often begin to fall apart, spikes or tail barbs falling off first. Once the piece has fallen, it continues to be infused with the Hivestone's magic. Those who happen upon one of these shards find themselves with a very limited connection to any sliver hivemind they wander into the territory of. This gives them the ability to blend in with normal slivers, and often fool unaware Synaptic Lords, but they gain little to no evolutionary adaptations.

Those who realize the power of the shards often venture into the hives themselves to parlay with the Synaptic Lord, who realizes the intrusion but often is more willing to negotiate due to the strange hivemind connection. In extremely rare cases, the Synaptic Lord will welcome the user of the shard as part of the colony, utilizing their non-sliver compatriot as a way to interact with other civilizations.

Spells

Detect Sliver

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the dried skin of a sliver)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger, Warlock

For the duration you sense the presence of any sliver within 1 mile of you that isn't a Synaptic Lord. If you sense a sliver in this way, you can use your action to pinpoint its locations learning the direction it is and how far from your current location it is.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher the spell can penetrate any amount of material other than lead. When cast at 3rd-level or higher you can now also detect and track Synaptic Lords.

Summon Sliver

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60-feet
  • Components: V, S, M (a piece of sliver chitin worth at least 200gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Warlock

You call forth the spirit of a sliver. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Sliver Spirit stat block. When you cast the spell, choose an Evolved Sliver with a CR equal to or less than the spell level you used to cast this spell. The Spirit Sliver gains the chosen Evolved Sliver's features. The Sliver disappears when it drops to 0 hit points or when the spell ends.

The Sliver is an ally to you and your companions and believes you to be its Synaptic Lord. In combat, the Sliver shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.


Sliver Spirit

Medium, Unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 30 + 5 for each spell level above 2nd
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances Psychic
  • Condition Immunities Blinded
  • Senses Sliversense, passive Perception 11
  • Languages Understands the languages you speak
  • Challenge -

Faux Hivemind. The Sliver believes that you are its Synaptic Lord as long as you both on the same plane.

Summoned Adaptation. The Sliver has the features of the chosen Evolved Sliver when the spell is cast.

Actions

Multiattack. The Sliver makes a number of attacks equal to half this spell's level (rounded down).

Claw. Melee weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level Piercing damage.

Hive Stirrings

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small chunk of material from a sliver hive)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Warlock

You summon the colony's own to come aid you. Two Sliver Hive Guards appear in unoccupied spaces that you can see within range.

The summoned Slivers are an ally to you and your companions and believes you to be their Synaptic Lord. Roll initiative for the summoned Slivers as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the Slivers statistics

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher you summon three Sliver Hive Guards, four at 7th-level, and five at 9th-level.

Sacred Hive

7th-level Conjuration


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S, M (The spinal fluid of a Synaptic Lord worth at least 5gp)
  • Duration: 24 hours
  • Classes: Druid, Warlock

You cause a sliver hive to shimmer into existence on ground you can see within range. The hive must fit within an unoccupied cube of space, up to 120 feet on each side, and can extend underground by the same amount. The hive remains until the spell ends.

You make all decisions about the hive's appearance, layout, and how many chambers it has. The hive is enclosed and only has one entrance, which you choose the location of. The hive's interior is a series of tunnels that leads to various chambers that are large open spaces. You decide whether the hive is magically illuminated and whether that illumination is bright light or dim light. The hive echoes with the ambient sounds of clicks and chitters even when there are no slivers within. The tempurature of the hive is always comfortable.

While the spell is active, you are considered the Synaptic Lord of the hive, and any Sliver that enters the hive must make an Intelligence saving throw against your spell save DC. On a failed save, the Sliver assumes you as its new Synaptic Lord. Any Sliver without a Synaptic Lord that enters the hive automatically fails the save and Synaptic Lords have advantage on the save. Slivers that believe you to be their Synaptic Lord can travel up to a mile away from the hive before your influence vanishes and they return to whatever hivemind they were a part of before you.

In addition, the sensors created by Divination spells can't appear inside the hive, and creatures within can't be targeted by Divination spells.

The hive is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the hive's interior. Nothing can physically pass through the hive's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the hive instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

Conjure Sliver Colony

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60-feet
  • Components: V, S, M (the severed claw of a Synaptic Lord worth 1,000gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock

You summon the might of the colony to fight for you, they appear in unoccupied spaces that you can see within range. The following Slivers appear

  • One Evolved Sliver of your choice of CR 3 or less.
  • Two Sliver Hive Guards
  • Four Sliver Hive Drones
  • Eight Sliver Hatchlings

The summoned Slivers are an ally to you and your companions and believes you to be their Synaptic Lord. Roll initiative for the summoned Slivers as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the Slivers statistics.

Patch Notes

Version 0.5

It exists!

Version 1.0

  • More sliver statblocks. Decided to not care about alphabetical order for the future additions, as having to play musical chairs with the images was getting way to tedious.

Special Thanks

I want to give a very special thank you to everyone over at /u/UnearthedArcana and those who hang out at the Shadowheart Forge ! Your support of my D&D projects like this give me the confidence to keep making them! Your critiques and suggestions help transform these homebrews of mine into their best selves!


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This Content

Is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Artist Credits

With links!

Loic Canavaggia

Igor Kieryluk

David Roterberg

Leonardo Jahn

Svetoslav Petrov

Brent Hollowell

Variis

Pablo

Federico M, Cugliari

Deems

All other art pieces are taken straight from the cards, and thus do not all have direct artist links. To help remedy this here is a link to all the sliver cards presented in this document (and then some) where you can find the direct artist credits for all of them.

 

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