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View Full Version : Slivers in 3.5 [Monsters, by Request]



Jormengand
2017-11-12, 01:47 PM
Slivers

Slivers are snakelike beings who have a variety of adaptations which they pass to others via a hive mind.

Psionics: A sliver has as many power points as listed in their entry. They can only manifest powers listed in their entry. The key ability for manifestation is wisdom.
Sliver Aura (Su): A sliver provides certain benefits to slivers within 120 feet of it. These are listed in the sliver's entry. Slivers do affect themselves with their auras and auras always stack. The sliver with the aura itself benefits from the aura even if the aura is suppressed, for example by an antimagic field.

Sliver, Tiny
Size/Type: Tiny Magical Beast (Sliver)
Hit Dice: 1/4 d10 (1 hp)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1d4-2) or claw +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d4-2) and 2 claws +5 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Psionics (2 power points)
Special Qualities: Darkvision, Low-Light Vision, Sliver Aura
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +15, Listen +6, Spot +6, Swim +6
Feats: Improved Initiative, Weapon FinesseB
Environment: Dominaria and Shandalar
Organization: Usually 4 or more slivers
Challenge Rating: Varies
Alignment: Varies
Advancement: -
Level Adjustment: -

The following are types of tiny sliver:

Clot Sliver: NE, CR 1. Slivers in the clot sliver's aura have "As an immediate action, this creature can spend 2 power points to negate all damage that would be dealt to it by a single attack."
Crypt Sliver: NE, CR 1. Slivers in the crypt sliver's aura have "This sliver may, as a standard action, negate all damage that would be dealt to a sliver of its choice in its aura by the next attack this round which would damage it."
Diffusion Sliver: LN, CR 1. Slivers in the diffusion sliver's aura have "Any spell that targets this sliver is countered unless the caster expends an additional first-level spell slot. Any power that targets this sliver is countered unless the manifester expends 2 additional power points."
Firewake Sliver: CN, CR 3. Slivers in the firewake sliver's aura benefit from haste, as the spell, and have "As a free or immediate action, this sliver may destroy itself to give a target sliver a +2 bonus to attack and damage rolls, a +2 bonus to armour class and 2 temporary hit points per hit die for the remainder of combat."
Frenzy Sliver: CN, CR 1. Slivers in the frenzy sliver's aura get a +1 bonus to damage rolls.
Galerider/Winged Sliver: LN, CR 2. The galerider or winged sliver has wings, and a fly speed of 30 feet (good). Slivers in the galerider or winged sliver's aura have a fly speed of double their land speed, with good manueverability.
Gemhide/Manaweft Sliver: TN, CR 1. Slivers in the gemhide or manaweft sliver's aura have "As a standard action, this sliver may regain one power point or cause a sliver in its aura to regain one power point."
Harmonic Sliver: NG, CR 2. Slivers in the harmonic sliver's aura have "At the start of combat, this sliver may dispel one ongoing spell, or suppress one magic item for the duration of the combat."
Heart Sliver: CN, CR 2. Slivers in the heart sliver's aura benefit from haste, as the spell.
Hunter Sliver: CN, CR 1. When a creature would attack a sliver in the hunter sliver's aura, the hunter sliver may force it to attack another sliver in range instead.
Leeching Sliver: NE, CR 1. When a sliver in the leeching sliver's aura attacks, the target loses a hit point even if the attack misses.
Metallic Sliver: TN, CR 1/2. A metallic sliver is a construct, rather than a magical beast. It has no sliver aura but can still benefit from sliver auras.
Mindlash Sliver: NE, CR 1. Slivers in the mindlash sliver's aura have "This sliver can pay a power point as a free or immediate action to destroy itself and cause a creature in range to lose one of their highest-level spell slots of their choice or power points equal to their level".
Mistform Sliver: LN, CR 1. Slivers in the mistform sliver's aura have "This sliver can pay a power point as a free or immediate action to become the creature type of its choice as well as its actual creature type for one round".
Muscle/Predatory/Sinew Sliver: TN/TN/NG, CR 2. Slivers in the muscle, predatory or sinew sliver's aura have a +1 bonus to attack rolls, damage rolls and armour class, and an extra hit point per hit die.
Plated Sliver: NG, CR 1. Slivers in the plated sliver's aura have a +1 bonus to armour class and an extra hit point per hit die.
Quick Sliver: TN, CR 1. Slivers in the quick sliver's aura move twice as fast as normal.
Quilled Sliver: NG, CR 1. Slivers in the quilled sliver's aura have "When this sliver is attacked, the attacker takes 1 point of damage."
Screeching Sliver: LN, CR 1. Slivers in the screeching sliver's aura have "As a standard action, this sliver may make a ranged touch attack. If it hits, the target takes a point of intelligence, wisdom or charisma damage at random. This is a mind-affecting sonic ability."
Shadow Sliver: LN,CR 1. Slivers in the shadow sliver's aura have "This sliver's attacks, and attacks against it, are touch attacks."
Sidewinder Sliver: NG, CR 1. Slivers in the sidewinder sliver's aura have sneak attack 1d6, like a first-level rogue, but can only use it by flanking.
Striking/Talon Sliver: CN/NG, CR 1. Slivers in the striking or talon sliver's aura get a +5 bonus to initiative checks.
Two-Headed Sliver: CN, CR 2. The two-headed sliver has a second bite attack. Slivers in the two-headed sliver's aura don't provoke attacks of opportunity for actions which would provoke them from exactly one creature, and can move through up to one enemy creature during their movement.
Venom/Virulent Sliver: TN/TN, CR 2. Slivers in the venom or virulent sliver's aura have a poisonous bite just like a viper's.

Sliver, Small
Size/Type: Small Magical Beast (Sliver)
Hit Dice: 1d10 (5 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-5
Attack: Bite +5 melee (1d6-1) or claw +5 (1d4-1)
Full Attack: Bite +5 melee (1d6-1) or 2 claws +5 (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics (5 power points)
Special Qualities: Darkvision, Low-Light Vision, Sliver Aura
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +11, Listen +7, Spot +7, Swim +7
Feats: Improved Initiative, Weapon FinesseB
Environment: Dominaria and Shandalar
Organization: Usually 6 or more slivers
Challenge Rating: Varies
Advancement: -
Level Adjustment: -

The following are types of small sliver:

Acidic Sliver: CE, CR 2. Slivers in the acidic sliver's aura have "This sliver can spend 2 power points and destroy itself as a free or immediate action to deal 2d6 points of acid damage to a creature within 120 feet."
Armour Sliver: NG, CR 2. Slivers in the armour sliver's aura have "This sliver can spend any multiple of 2 power points as a free or immediate action to get a +1 bonus to AC per 2 power points spent and 1 temporary hit point per hit die for every 2 power points spent for one round."
Barbed Sliver: CN, CR 2. Slivers in the barbed sliver's aura have "This sliver can spend any multiple of 2 power points as a free or immediate action to get a +1 bonus to attack and damage rolls per 2 power points spent for one round."
Basal Sliver: NE, CR 2. Slivers in the basal sliver's aura have: "This sliver can destroy itself as a free or immediate action to give 2 power points to another sliver, up to that sliver's maximum."
Belligerent Sliver: CN, CR 3. Slivers in the belligerent sliver's aura don't provoke attacks of opportunity for actions which would provoke them from exactly one creature, and can move through up to one enemy creature during their movement.
Blade Sliver: CN, CR 2. Slivers in the blade sliver's aura get a +1 bonus to attack and damage rolls.
Blur Sliver: CN, CR 4. Slivers in the blur sliver's aura benefit from haste, as the spell.
Bonescythe Sliver: NG, CR 4. Slivers in the bonescythe sliver's aura attack twice for each attack to which they'd normally be entitled (if there are two bonscythe slivers, slivers in the aura attack three times, not four).
Bonesplitter Sliver: CN, CR 3. Slivers in the bonesplitter sliver's aura get a +2 bonus to attack and damage rolls.
Cautery Sliver: CG, CR 2. Slivers in the cautery sliver's aura can spend a power point and destroy themselves as a free or immediate action to prevent all damage that would be dealt to a sliver in a single attack, or to deal 1d6 points of fire damage to a creature within 120 feet.
Crystalline Sliver: LG, CR 4. Slivers in the crystalline sliver's aura can't be the targets of spells or powers.
Darkheart Sliver: NE, CR 3. Slivers in the darkheart sliver's aura can sacrifice themselves as a free or immediate action to restore 3d6 hit points to a sliver within 120 feet.
Dormant Sliver: This effect is weird to translate into a 3.5 creaure and I'm not going to try to replicate it. Sorry!
Frenetic Sliver: TN, CR 2. Slivers in the frenetic sliver's aura have "When this sliver is attacked, as a free action, it may flip a coin. If it wins the flip, prevent all damage from the attack. If it loses the flip, destroy it.
Fungus Sliver: TN, CR 3. Slivers in the fungus sliver's aura have "When this sliver survives damage, it gets a +1 bonus to attack rolls, damage rolls and armour class and 1 temporary hit point per hit die for the rest of the encounter."
Ghostflame Sliver: NE, CR 2. Slivers in the ghostflame sliver's aura are immune to any effect which relies on alignment, such as detect evil and holy smite.
Hibernation Sliver: LE, CR 3. Slivers in the hibernation sliver's aura have "This sliver may pay 2 hit points as a free or immediate action to teleport up to 30 feet".
Homing Sliver: This effect is weird to translate into a 3.5 creature and I'm not going to try to replicate it. Sorry!
Horned Sliver: TN, CR 3. Slivers in the horned sliver's aura gain the benefits of the cleave feat (they may make one cleave attack for each aura they're in which grants this, even if they only make one creature drop).
Mesmeric Sliver: LN, CR 3. Slivers in the mesmeric sliver's aura have "At the start of combat, this creature may choose an enemy within 120 feet, and choose one of its spells, powers, or similar abilities, or one of its feats. For the duration of combat, that ability cannot be used."
Might Sliver: TN, CR 4. Slivers in the might sliver's aura get a +2 bonus to attack rolls, damage rolls, and AC, and 2 extra hit points per level.
Mindwhip Sliver: NE, CR 3. Slivers in the mindwhip sliver's aura have "This sliver can pay two power points as a free action to destroy itself and cause a creature in range to lose one of their highest-level spell slots at random or power points equal to their level".
Mnemonic Sliver: This effect is weird to translate into a 3.5 creature and I'm not going to try to replicate it. Sorry!
Necrotic Sliver: TN, CR 7. Slivers in the necrotic sliver's aura have "This sliver can pay three power points as a free or immediate action to destroy itself and cast phantasmal killer or shatter as a psi-like ability (even though the abilities in question are both spells, not powers). The save DC is wisdom based."
Opaline Sliver: LG, CR 4. Slivers in the opaline sliver's aura have "When this sliver is hit with a spell or power, it learns it for the rest of the encounter as a power.".
Poultice Sliver: NG, CR 4. Slivers in the poultice sliver's aura have "As an immediate action, this sliver can spend 2 power points to negate the effects of an attack on a sliver of its choice within 120 feet."
Psionic Sliver: LN, CR 2. Slivers in the psionic sliver's aura have "As an immediate action, this sliver can deal 3d6 points of damage to a target within 120 feet and 2d6 to itself."
Reflex Sliver: TN, CR 4. Slivers in the reflex sliver's aura benefit from haste, as the spell.
Root Sliver: TN, CR 3. Slivers in the root sliver's aura have "This creature's abilities cannot be countered, prevented, resisted or mitigated by any means except by passing saves inherent to those abilities."
Sedge Sliver: CN, CR 4. Slivers in the sedge sliver's aura have a +1 bonus to attack rolls, damage rolls and armour class, and an extra hit point per hit die. They have "This sliver can pay a power point as an immediate action to prevent all damage from an attack against it."
Sentinel Sliver: NG, CR 2. Slivers in the sentinel sliver's aura cannot be flanked and gain the benefits of combat expertise.
Shifting Sliver: LN, CR 2. Slivers in the shifting sliver's aura don't provoke attacks of opportunity and can move through enemy squares.
Sliver Construct: TN, CR 1. Sliver constructs are constructs, not magical beasts. They have no sliver aura but can benefit from sliver auras.
Spectral Sliver: NE, CR 3. Slivers in the spectral sliver's aura have "This sliver can spend any multiple of 2 power points as a free or immediate action to get a +1 bonus to attack rolls, damage rolls and AC per 2 power points spent and 1 temporary hit point per hit die for every 2 power points spent for one round."
Spined Sliver: CN, CR 4. Slivers in the spined sliver's aura have "This sliver geta a +1 bonus to attack rolls, damage rolls and AC for each creature who it can reach and/or can reach it."
Spinnaret Sliver: TN, CR 2. Slivers in the spinnaret sliver's aura can attack flying creatures as though they had the same vertical position as them.
Steelform Sliver: NG, CR 2. Slivers in the steelform sliver's aura get a +1 bonus to AC and an extra hit point per hit die.
Syphon Sliver: NE, CR 3. When a sliver in the syphon sliver's aura deals damage, that sliver gets that many hit points, with those in excess of its total becoming temporary hit points which last until the end of the combat.
Telekinetic Sliver: LN, CR 4. Slivers in the telekinetic sliver's aura have "As a standard action, this sliver can knock a creature within 120 feet prone. If that creature is flying, it instead falls 1d6*5 feet."
Thorncaster Sliver: CN, CR 2. When a sliver in the thorncaster sliver's aura attacks, the attacker deals 1 damage to a creature of its choice within 120 feet even if the attack misses.
Victual Sliver: NG, CR 3. Slivers in the victual sliver's aura can pay 2 power points and sacrifice themselves as a free or immediate action to restore 4d6 hit points to a sliver within 120 feet.
Ward Sliver: NG, CR 4. At the start of the start of each combat, the ward sliver chooses lawful, chaotic, good, evil, moral neutral (neutral on the good-evil axis) or ethical neutral (neutral on the law-chaos axis). Slivers in the ward sliver's aura cannot be damaged or targeted by creatures of that alignment and can move through them as though they weren't there.
Watcher Sliver: NG, CR 3. Slivers in the watcher sliver's aura get a +2 bonus to AC and have 2 extra hit points per hit die.

Sliver, Medium
Size/Type: Medium Magical Beast (Slivers)
Hit Dice: 2d10 (11 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+3 Dex, +3 natural)
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d8) or claw +5 melee (1d6)
Full Attack: Bite +5 melee (1d8) and 2 claws +5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics (10 power points)
Special Qualities: Darkvision, Low-Light Vision, Sliver Aura
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +12, Listen +5, Spot +5, Swim +8
Feats: Improved initiative, Weapon FinesseB
Environment: Dominaria and Shandalar
Organization: Usually 10 or more slivers
Challenge Rating: Varries
Advancement: -
Level Adjustment: -

The following are types of medium sliver:

Battle Sliver: CN, CR 4. Creatures in the battle sliver's aura get a +2 bonus to attack and damage rolls.
Brood Sliver: TN, CR 5. Whenever a sliver in the brood sliver's aira deals damage, create a tiny sliver with no aura in one of the squares adjacent to it if able.
Constricting Sliver: NG, CR 8. Slivers in the constricting sliver's aura get a +20 bonus to grapple checks.
Dementia Sliver: LE, CR 5. Slivers in the dementia sliver's aura have "As a swift action, you may choose a creature within 120 feet. Name a spell or power. That creature reveals a spell or power at random from among its spells known, spells prepared and powers known. If it reveals the named spell as a spell known, that creature loses knowledge of that spell for the rest of the encounter and loses a spell slot of the highest of those levels at or below that one which have spells remaining. If it reveals the named spell as a spell prepared, that creature loses all prepared spells with that name. It if reveals the named power as a power known, the creature loses knowledge of that power for the rest of the encounter and loses enough power points to manifest it, up to a maximum of all their power points."
Essence Sliver: NG, CR 4. When a sliver in the essence sliver's aura deals damage, that sliver gets that many hit points, with those in excess of its total becoming temporary hit points which last until the end of the combat.
Fury Sliver: CN, CR 6. Slivers in the fury sliver's aura attack twice for each attack to which they'd normally be entitled (if there are two fury slivers, slivers in the aura attack three times, not four).
Lymph Sliver: NG, CR 4. Slivers in the lymph sliver's aura have "Whenever this sliver would take damage from an attack, it takes 5 less damage instead."
Magma Sliver: CN, CR 4. Slivers in the magma sliver's aura have "As a standard action, you may grant a sliver a +X bonus to attack and damage rolls this turn", where X is the number of slivers in that aura.
Megantic Sliver: TN, CR 5. Slivers in the megantic sliver's aura have a +3 bonus to attack rolls, damage rolls and AC, and 3 extra hit points per hit die.
Pulmonic Sliver: NG, CR 4. Slivers in the pulmonic sliver's aura can fly at a speed equal to twice their base land speed. They also have fast healing 1 while unconscious or staggered.
Spitting Sliver: NE, CR 3. Slivers in the spitting sliver's aura get a +5 bonus to initiative checks.
Synapse Sliver: This effect is weird to translate into a 3.5 creature and I'm not going to try to replicate it. Sorry!
Synchronous Sliver: LN, CR 3. Slivers in the synchronous sliver's aura cannot be flanked and gain the benefits of combat expertise.
Toxin Sliver: NE, CR 4. Slivers in the toxin sliver's aura have a poisonous bite just like a viper's.
Vampiric Sliver: NE, CR 3. Whenever a sliver in the vampiric sliver's aura deals lethal damage to a creature, that sliver gets a +1 bonus to attack rolls, damage rolls and AC and a temporary hit point per hit die for the rest of the encounter.
Venser's Sliver: TN, CR 2. Venser's slivers are constructs, not magical beasts. They have no sliver aura but benefit from other slivers' auras.

Sliver, Large
Size/Type: Large Magical Beast (Sliver)
Hit Dice: 3d10 (16 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Bite +5 melee (2d8+1) or claw +5 melee (1d8+1) or tail slap +0 melee (1d8+1)
Full Attack: Bite +5 melee (2d8+1) and 2 claws +5 melee (1d8+1) and tail slap +0 melee (1d8+1)
Space/Reach: 10 ft./10 ft
Special Attacks: Psionics (20 power points)
Special Qualities: Darkvision, Low-Light Vision, Sliver Aura
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 12, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +12, Hide +8, Listen +5, Spot +6, Swim +9
Feats: Improved Initiative, Weapon FinesseB, Weapon Focus (bite)
Environment: Dominaria and Shandalar
Organization: Usually 16 or more slivers
Challenge Rating: Varies
Advancement: -
Level Adjustment: -

The following are types of large sliver:

Battering or Groundshaker Sliver: CN/TN, CR 5. Slivers in the battering or groundshaker sliver's aura gain the benefits of the cleave feat (they may make one cleave attack for each aura they're in which grants this, even if they only make one creature drop).
Plague Sliver: NE, CR 3. At the start of their turn, creatures in the plague sliver's aura deal 1 point of damage to themselves.
Sliver Hivelord: TN, CR 10. Creatures in the sliver hivelord's aura are immune to death effects and cannot be knocked unconscious, staggered, disabled or killed by hit point damage.

Sliver, Huge
Size/Type: Huge Magical Beast (Sliver)
Hit Dice: 6d10+6 (39 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +6 melee (4d6+4) or claw +6 melee (2d6+4) or tail slap +1 melee (2d6+4)
Full Attack: Bite +6 melee (4d6+4) and 2 claws +6 melee (2d6+4) and tail slap +1 melee (2d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Psionics (40 power points)
Special Qualities: Scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +3, Listen +7, Spot +7, Swim +12
Feats: Improved Initiative, Run, Weapon Focus (bite)
Environment: Dominaria and Shandalar
Organization: Usually 40 or more slivers
Challenge Rating: Varies
Advancement: -
Level Adjustment: -

The following are types of huge sliver:

Sliver Overlord: TN, CR 12. As a free action, by paying 3 power points plus the challenge rating of the sliver, the sliver overlord can create another sliver anywhere within 120 feet, except for a sliver hivelord, overlord or queen. Or, by paying 3 power points, the sliver overlord can assume absolute, eternal control over a sliver in range. It can use each ability once per round.
Sliver Queen: TN, CR 10. Once per round, by paying 2 power points as a free action, the sliver queen can create a tiny sliver with no abilities.

Sliver Lore



Knowledge (Nature) DC
Result


10
This is a sliver, a small snakelike creature native to the planes of Dominaria and Shandalar.


15
Slivers form hives which work together to make each other more powerful. Some people make fake sliver constructs.


20
Most slivers project an aura which helps other slivers in the area. Some enterprising wizards have created fake slivers which lack these auras but benefit from other slivers' auras; they usually act as spies or to try to control the sliver hive.


25
[Give the player an idea of which aura each sliver is producing, such as "This one protects against spells" and "This one makes the others better at fighting."]


30
[Read out the text of each sliver's aura]


40
[Reveal the slivers' monster entry]



Example Encounters

Bounding Brood (EL 6): Clot, Frenzy (2), Heart and Striking slivers
Venser's Scythes (EL 8) Construct (2), Scything (2), Metallic (2) and Venser's (2) slivers
Endless Swarm (EL 9) Brood (3), Clot, Darkheart and Sidewinder slivers
Tyrant's Head (EL 14): Hivelord, Overlord and Queen slivers.

Amechra
2017-11-12, 03:42 PM
Hoo boy.

Brood Sliver + Psionic Sliver will kill any party that isn't immune to damage. Who cares that the little sliverlings are dead? Each one makes a new one pop into existence right next to where the old one's corpse lies, and we wash/rinse/repeat.

Morphic tide
2017-11-12, 07:51 PM
...A bit lazy for my liking, but actually works out pretty well, all things considered.

General setup:
The endless stacking is iconic to the gameplay, but has issues both lore-wise and mechanically. Lore-wise, the modifiers typically are one-offs. Having three Might Slivers isn't going to give three times the effect, because it's the exact same anatomical shift. Mechanically, it causes problems for CR calculations. A lot of problems for the calculations, because you have to judge the same aura for each copy of a Sliver fresh. Of course, it's not that big a deal, and I rather like the simplicity of not applying bundles of modifier types to manage stacking. Generalizing the Aura also helps quite a bit with streamlining it, as you have a single tagline for all of them. Works well with a "build-a-Sliver" setup.

The general chassis setup is quite helpful for setting it up quickly. I, personally, would have each get modifiers from their size category's baseline, but that adds even more text and basically makes you be having half a statblock be done in each entry for the specifics. More trouble than it's worth, really. The 1 Int for all of them has problems, both mechanically and with lore-compliance, as the Sliver Queen is very pointedly demonstrated to be fully sapient, though that's entirely okay by me for the sake of mechanics. If I were to do one thing to the chassis side of it, it'd be having some elements scale by HD so that each Sliver can have its durability work at the given CR without needing to be put in a higher bracket.

Actual Alignment entries are the biggest gripe I have. Slivers are very much amoral, not immoral. But it's your homebrew, and I did mention that I would be fine with filing off the serial numbers if you wanted. I can just quietly file it under the category of silliness that has Poison use always be an Evil action and move on... Even though [Evil] subtype exists for inherently evil entities... Honestly, it wouldn't be a problem with even just Int 3, which gives the qualifiers for moral agency. And type-specific modifiers can bring that up to reasonable negotiation levels of intelligence on the Queen.

The Psionics is reasonable, but also a bit problematic because of the extra stuff that has to be done on the side. You need to either let them share PP, which results in some rather nasty use of well-augmented larger Slivers, or give literally every Sliver a Psionic Power. Which, again, adds a lot of stuff to the lists, as you have to come up with a thematic Power each and list it. Which eats a chunk of a line for each Sliver, and most already take two lines.

Recurring issues:
The rate of growth is kinda abysmal, all things considered. Lots of +1s and +2s, without much in the way of scaling by the power of the Sliver to start with. The cases where it does go up with the starting scale of the Sliver have it be pretty slow, with the progressing versions of a bonus incrementing a rather small amount. You end up needing massive numbers of Slivers to have the Auras mean anything at higher levels, or be launching packs of Medium and Large Slivers at the party. As an example of where the lack of scaling makes no sense, you've got all the Sacrifice effects. Which have no scaling at all. At least have it be 2*HD PP on Basal Sliver. Or base it on Body Fuel, with the rate being by ability score point.

The starting scale... actually makes sense in lore, but the gap between each stage is considerably larger, in lore, thanks to M:tG scaling being weirdly inconsistent. The 5/5 through 7/7 Slivers are comfortably keeping up with adult dragons, after all. If I had to pin down a general CR range for the sizes, Tiny would be below-one, Small would be 1-2, Medium would be 3-6, Large would be 7-12, Huge would be 13-20 and Gargantuan+ would be the Epic level "solo entire fortress-city" entities(Hivelord's functional invulnerability, Megantic's sheer size, Plague's utterly overkill diseases and Overlord's ability to have the perfect Sliver for the job every single time. And Queen's functionally infinite army) that consider 500 year old dragons lunch(mostly because of the absurd size of the family to feed).

Inaccuracies:
This is where I have fun poking at where you can have a closer mapping of the actual Sliver! As a broad "thing," Regenerate is actually health restoration in most lore cases, so it should be replicating either Heal or giving flat health, based on either PP used or HD of the Sliver providing the heal. Life gain for creatures is usually Regenerate or damage prevention. For example, Trolls almost always have Regenerate.

The card draw, in general, can usually be modelled as temporary Psionic power learning, as the lore behind the whole hand and deck thing in M:tG is that the hand is prepared spells, ready to go right away, and the deck is the sum of what you can use in a practical amount of time. Crusader's an excellent example of how such things could be done in 3.5, with the cycling through known Manoeuvres, though it's quite complicated to play and not entirely worth using for something that's using abilities literally every round.

Psionic Sliver, the first to be focused on in my critique, would be better modelled thematically(and, with a damage power, mechanically) by giving knowledge of one power(specific to the Psionic Sliver) and the Overchannel feat, with the granted power being required to be manifested with Overchannel and the largest available PP usage.

A lot of Sorcery-speed effects got shifted to Free Actions. That's not right, they're Standard Actions by D&D logic, or at least Move or Swift Actions. Mindwhip Sliver would be considerably less problematic with this change because it cuts off the ability to self destruct to take out a highest-level spell use in response to lethal damage.

The "tap to deal X damage" Slivers can, frequently, be modelled as ranged natural attacks, like the Manticore. Spitting Sliver is debatably a Charge-usable Breath Weapon, because it's dealing damage before enemies. Having both is nice for more extensive layouts, as it gives room for both metabreath application and for Natural Attack enhancers.

Jormengand
2017-11-12, 09:59 PM
Brood Sliver + Psionic Sliver will kill any party that isn't immune to damage. Who cares that the little sliverlings are dead? Each one makes a new one pop into existence right next to where the old one's corpse lies, and we wash/rinse/repeat.

Well, the new one isn't technically a summoned creature, so it acts on its own initiative count, which is a little counterintuitive but at least breaks the chain. Or you could just not combine slivers in deliberately obtuse ways.


The 1 Int for all of them has problems, both mechanically and with lore-compliance, as the Sliver Queen is very pointedly demonstrated to be fully sapient, though that's entirely okay by me for the sake of mechanics.
I will admit I clean forgot I was copying snake stats with Int 1.


Actual Alignment entries are the biggest gripe I have. Slivers are very much amoral, not immoral. But it's your homebrew, and I did mention that I would be fine with filing off the serial numbers if you wanted.
My reason for doing it was entirely that I wanted ghostflame sliver to do something vaguely interesting.


The Psionics is reasonable, but also a bit problematic because of the extra stuff that has to be done on the side. You need to either let them share PP, which results in some rather nasty use of well-augmented larger Slivers, or give literally every Sliver a Psionic Power. Which, again, adds a lot of stuff to the lists, as you have to come up with a thematic Power each and list it. Which eats a chunk of a line for each Sliver, and most already take two lines.

The power points are just so they can use the activated abilities that the other slivers hand them out.


The rate of growth is kinda abysmal, all things considered. Lots of +1s and +2s, without much in the way of scaling by the power of the Sliver to start with. The cases where it does go up with the starting scale of the Sliver have it be pretty slow, with the progressing versions of a bonus incrementing a rather small amount.

I admit that more than anything I'm just a little worried that slivers stacking +8-10 to AC and attack and damage rather than +4-5 will quickly become hard to hit and tear things up.


The starting scale... actually makes sense in lore, but the gap between each stage is considerably larger, in lore, thanks to M:tG scaling being weirdly inconsistent. The 5/5 through 7/7 Slivers are comfortably keeping up with adult dragons, after all. If I had to pin down a general CR range for the sizes, Tiny would be below-one, Small would be 1-2, Medium would be 3-6, Large would be 7-12, Huge would be 13-20 and Gargantuan+ would be the Epic level "solo entire fortress-city" entities(Hivelord's functional invulnerability, Megantic's sheer size, Plague's utterly overkill diseases and Overlord's ability to have the perfect Sliver for the job every single time. And Queen's functionally infinite army) that consider 500 year old dragons lunch(mostly because of the absurd size of the family to feed).

I'll admit I was more copying gameplay than lore here. 2/2 is twice as big as 1/1 and 4/4 is twice as big as that. No, I don't care that five squirrels can take on a dragon.


A lot of Sorcery-speed effects got shifted to Free Actions. That's not right, they're Standard Actions by D&D logic, or at least Move or Swift Actions. Mindwhip Sliver would be considerably less problematic with this change because it cuts off the ability to self destruct to take out a highest-level spell use in response to lethal damage.

Free actions can't be taken in response to actions, only on your turn. Talking is a notable exception, but most free actions can only be taken on your turn.