The Explicatae Incompositae - Being A Bestairy of the Sometime Lords of Chaos

Celebrim

Legend
Part the Eleventh, Quipttiquib, Lord of Serendipity

Quipttiquib, Lord of Serendipity
Unique Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 34d8 + 442 (714 hp)
Initiative: +9
Speed: 80’
AC: 48 (-2 size, +5 Dex, +6 deflection, +5 luck, +24 natural armor) touch 24, flatfooted 43
Base Attack/Grapple: +27/+53
Attack: Claw +45 melee (2d8+6)
Full Attack: bite +47 melee (4d6+13), 2 claw +45 melee (2d8+6)
Space/Reach: 10’/10’ ft.
Special Attacks: Aura of serendipity, breath weapon, control fate, flickering tongue, spell-like abilities, summon slaad, swallow whole
Special Qualities: Change shape, damage reduction 30/epic and lawful, dark vision (120’), fast healing 15, favorable fate, immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 33
Saves: Fort +37, Ref +29, Will +31
Abilities: Str 37, Dex 20, Con 37, Int 20, Wis 24, Chr 23
Skills: Bluff +34, Concentration +49, Diplomacy +42, Hide +29, Intimidate +38, Jump +30, Knowledge (Arcana) +37, Knowledge (History) +33, Knowledge (Nobility & Heraldry) +21, Listen +44, Move Silently +41, Search +39, Sense Motive +43, Spellcraft +41, Spot +39, Survival +23
Feats: Blind-fight, canny opportunist, combat reflexes, dodge, epic prowess, expert tactician, exploit adjustment, improved combat reflexes, improved initiative, large and in charge, mobility, multi-attack, power attack, powerful charge
Environment: Limbo
Organization: Solitary
Challenge Rating: 26
Treasure: Triple normal
Alignment: Chaotic neutral

Quipttiquib normally appears as giant slaad with an orange hide, an enormously outsized head, and a pair of bandy legs. He considers it his role in the universe to see to it that the way things ought to happen is not in fact the way that they occur. He is the author of many a strange misfortune. If the ruler is destined to conquer the world, then he dies of food poisoning on the eve of his inevitable triumph. If the battle is certain, then it rains, the captain’s horse throws a shoe, the champions visor falls down and will not be lifted, or the master swordsmen steps unexpectedly on an uncommonly round pebble and what was sure to happen instead does not.

Although it cannot be called a true alliance, Quipttiquib has uncommonly good relations with Haskismet and the two are perhaps the only Slaad Lords that regularly and willing spend any time in another’s company. Each seems to believe that they own the other. Since Quipttiquib refers to Haskismet as ‘my cat’, some mortals may be able to relate to the nature of the relationship. Like many of the Slaad Lords, Quipttiquib has as very poor opinion of Ssendam, and the feeling is unequivocally mutual as probably no other Slaad Lord – not even Loarsraol – so enrages the Mad King.

Quipttiquib seems to possess a certain sympathy for beings that feel they have been trapped by an inalterable destiny, or at least a certain distaste for the continuing existence of such things, and there is a small chance that any such being which cries out aloud to him for aid will be heard and will receive aid if it is with Quipttiquib’s power. Those that accept this aid however must agree to accept whatever new “destiny” Quipttiquib chooses for them.

Combat
Quipttiquib is among the most formidable and terrible of the Slaad Lords in combat, and he does not shy away from a good fight. He will flee only if the most dire necessity demands it, for he enjoys savoring new flavors.
Spell-Like Abilities: At will – alter self, animate objects, blink, bestow curse (heightened, DC 25), bestow moment of prescience (as moment of prescience, but range touch and target creature touched), break enchantment, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, detect magic, dispel law (DC 23), entropic shield, find the path, fly, fog cloud, geas, greater dispelling, greater magic fang, invisibility, magic circle against law, mass suggestion (DC 22), misdirection, nondetection, see invisibility, telekinesis (DC 21), word of chaos (DC 27); 3/day foresight, limited wish, polymorph any object (DC 24), sympathy (DC 24). Caster level 25th. The save DC’s are Charisma based.
Aura of Serendipity (Su): Quipttiquib has near complete control over the power of luck in his immediate vicinity. At his whim any luck bonus effecting any creature or object within 300’ of Quipttiquib is subject to reversal, so that modifiers become penalties and penalties become modifiers. For example, an item within 300’ which provides a +3 luck bonus to its bearer may if Quipttiquib so desires provide a -3 luck penalty instead. This power is continuous and requires no action or concentration on Quipttiquib’s part. Fate warps in Quipttiquib’s favor even if he is unconscious or inattentive. Only creatures with the salient divine ability Power of Luck are immune to this effect.
Breath Weapon (Su): Quipttiquib may spew forth anything he has previously swallowed – a very broad range to be sure - in a blast of whimsy. Treat this effect as that of a greater rod of wonder, except that the area of effect of any effect so generated is always a 160’ cone, and any saving throw allowed by the effect is versus DC 33. Once Quipttiquib uses his breath weapon, he may not employ it again for 1d4 rounds.
Change Shape (Su): Quipttiquib can assume any humanoid form as a standard action. In humanoid form, Quipttiquib cannot use his natural weapons. Quipttiquib may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even true seeing does not reveal Quipttiquib’s natural form, only that Quipttiquib is a disguised shapechanger.
Control Fate (Su): By touch, Quipttiquib may bestow a good or bad fortune on any creature, so that it suffers either a -5 luck penalty to all attacks, saves, and checks or a +5 luck bonus on all attacks, saves, and checks for a 24 hour period. A DC 33 Will save is required to avoid this effect. Beings with the salient divine ability Power of Luck are immune. Once the luck is bestowed, only a wish, miracle, or similarly effective magic can counteract the effects.
Favorable Fate (Su): Quipttiquib receives a +5 luck bonus to AC, attacks, and saving throws.
Flickering Tongue (Ex): As a standard action, Quipttiquib may flick out his long sticky tongue and attempt to grapple any beings within 30’. This is a +45 melee touch attack. The tongue does no damage, but any being of Large size or smaller so struck must win an opposed grapple check (Quippttiquib’s grapple bonus -8) or be drawn into Quippttiquib’s mouth to take automatic maximum bite damage.
Summon Slaad (Sp): Three times per day, Quipttiquib may attempt to summon 1d6 grey slaad with 100% chance of success, or the Slaad Lord Haskismet with 20% chance of success. This ability is equivalent to a 10th level spell.
Swallow Whole (Ex/Su): Quipttiquib is capable of swallowing almost anything that will fit into his enormous maw, including many things one would not think of as swallowable. As a standard action, Quipttiquib may swallow any creature of large size or smaller he has grappled in his mouth by winning an opposed grapple check. Quipttiquib may swallow creatures he has previously grappled as a free action if he takes -20 on the grapple check. Swallowed creatures suffer one of two fates. If Quipttiquib desires, he may attempt to store them away in some alien extradimensional space known only to him. Treat this as the spell imprisonment (Will save DC 33). Those that pass their saving throw or which Quipttiquib does not consider deserving of this fate pass into his gullet, where they take 4d6 crushing damage + 10d4 acid damage + 10d4 anarchic damage each round until utterly consumed. Even those that escape from this fate by some means continue to suffer 10d4 acid damage and 10d4 anarchic damage for consecutive 3 rounds afterward.
As a full round action, Quipttiquib may by spewing them up free any 1d4 beings he has previously imprisoned.
Finally, whenever a spell fails to penetrate Quipttiquib’s spell resistance, he may swallow it. If he does this, he may choose to cast the spell on the following round as a standard action. If he does not choose to cast it the following round, it becomes mixed with the enumerable things he as swallowed over the centuries and is no longer readily accessible. See Quipttiquib’s breath weapon for the results of a more general spewing.
 
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Celebrim

Legend
Part the Twelfth, Quag, Lord of Ignorance

Quag, Lord of Ignorance
Unique Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 38d8 + 628 (932 hp)
Initiative: +8
Speed: 80’
AC: 41 (-2 size, +4 Dex, +2 deflection, +27 natural armor) touch 14, flatfooted 37
Base Attack/Grapple: +29/+53
Attack: Slam +43 melee (2d10+16) or Rock + 31 missile (2d6+24)
Full Attack: 2 slam +43 melee (2d10+16), bite +41 2d10+8 or Rock +31 missile (2d6+24)
Space/Reach: 10’/10’ ft.
Special Attacks: spell-like abilities, summon aid, throw boulder, touch of ignorance
Special Qualities: Book worm, change shape, fast healing 30, damage reduction 40/epic and lawful, dark vision (60’),immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 31
Saves: Fort +41, Ref +25, Will +28
Abilities: Str 42, Dex 19, Con 43, Int 3, Wis 16, Chr 14
Skills: Climb +47, Concentration +27, Jump +47, Intimidate +25, Listen +25, Spot +25, Survival +15
Feats: Awesome blow, cleave, combat reflexes, dodge, epic fortitude, epic toughness, epic will, improved initiative, improved sunder, mobility, multi-attack, power attack, powerful charge
Environment: Limbo
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Chaotic neutral

Many of my readers no doubt think that I’m writing some sort of apology for the slaad, and are appalled at my attempt to treat with fairness a race of beings which are preeminent in unfairness. But I am only writing what my trade and training as a sage demands of me – an impartial and truthful account of the slaad. But there are limits to the impartiality that training can inculcate into someone, and here I reach mine. As a sage, I can say with perfect truth that I find no redeeming value to the being here described under the heading Quag, Lord of Ignorance. He is a bestial, stupid, destructive, intemperate, arrogant, self-absorbed, and callous lout absolutely lacking in any finer virtues.

It’s not just that Quag is a filthy brute that tramples over and destroys things he cannot fathom. It’s that he’s at the point, proud of it and smugly confident that there is no finer thing than in the multiverse than Quag. He doesn’t resent anyone for their superior knowledge. He’s not even aware that such a thing exists. He resents that people don’t recognize and acclaim him to be the finest and most knowledgable being in the multiverse. And, no matter how he provokes or even injures someone or even pounds them flat while laughing at them, he’s always hurt - really deeply sincerely hurt – that they fought back and hurt him. He’s a howling, babbling, blubbering, shrieking bit of infamy, and I for one think I could sooner put up with Dixtolredi.

In appearance, Quag is one of the most consistent of the slaad, seldom bothering to change his natural form. He almost always appears to be a great naked filthy, hairy, fat giant. He is always covered in his own matted filth and feces. Atop his massive frame is a tiny red toad’s head, which would seem disproportionately small even on a normal sized slaad and which manages to have an even blanker expression to it than even what one would expect of a toad. In a middle of the beast’s pasty belly is a giant drooling fanged mouth which splits Quag seemingly almost in two. Into this he is always stuffing whatever things are in his vicinity. The reason that he seldom changes his form is that he is quite sure that he is the most handsome being in the multiverse.

Quag is oblivious to most anything around him. When he is destructive it is generally purely out of ignorance, not that this is any solace to anyone. A few fools who believe that they are cursed with a surfeit of knowledge seek Quag out as the answer to their troubles, but in this they are sorely disappointed for Quag doesn’t bring forgetfulness, only ignorance, which is not the same thing they find out to their loss.

Combat
Quag typically gets in combat by accident. When his victim fights back, he howls with rage and surprise and then proceeds to pound them flat with simple direct attacks.
Spell-Like Abilities: At will – chaos hammer (DC 16), cloak of chaos (DC 20), deeper darkness, detect law, dispel law (DC 17), dispel magic, erase, expeditious retreat, fireball (DC 15), greater magic fang, invisibility, feeblemind (DC 17), magic circle against law, misdirection, modify memory (DC 16), nondetection, stinking cloud (DC 14), word of chaos (DC 23); 3/day disjunction, limited wish, maze, veil; Caster level 25th. The save DC’s are Charisma based
Book Worm (Su): Quag presence is highly disruptive to any form of written knowledge. Any writing within 60’ is subject to erase at Quag’s caster level, just as if he had touched it. Anything engraved with writing of any sort is subject to shatter (DC 14) at Quag’s caster level. Wizards that think that they have driven away Quag at no great loss are often dumbfounded when they next open their spell books.
Change Shape (Su): Quag can assume any humanoid or giant form as a standard action. In humanoid form, Quag cannot use his natural weapons. Quag may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even a true seeing spell does not reveal Quag’s natural form, only that Quag is a disguised shapechanger.
Throw Boulder (Ex): Although Quag is too stupid to think of carrying any rocks with him, if he is close enough to anything heavy that he can rip apart, he’s an accomplished rubble thrower capable of throwing rocks of up to 80 lbs with a 140’ range increment as a standard action.
Touch of Ignorance (Su): Quag’s most dread power is his ability to strip a being of its knowledge and experience by touch. In many ways this power resembles energy drain, but it differs in several important ways. Quag is not actually stripping the life force of a creature and so ordinary protection or even immunity to energy drain is of no protection whatsoever against this dread power. Any intelligent being touched by Quag in anger takes 1d4 negative energy levels, even if they are normally immune to such an attack (such as intelligent undead). On a successful will save (DC 31), the number of negative levels is halved (round fractions down). These negative knowledge levels are in most fashions treated as negative energy levels, except that no being may even be slain by having accumulated any number these negative levels alone and no being is ever reduced below 0 xp as a result of this attack. Quag gains no temporary hit points through this attack. As with other negative levels, they remain until 24 hours have passed or until removed by an effect, such as restoration. If not removed after 24 hours, the effected creature must succeed in a separate fort save (DC 31) for each negative level or lose one hit die.
 
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Celebrim

Legend
Part the Thirteenth, Tretfivor, Lord of Disharmony

Tretfivor, Lord of Disharmony
Unique Large Outsider (Chaotic, Extraplanar)
Hit Dice: 32d8 + 320 (576 hp)
Initiative: +10
Speed: 80’
AC: 50 (-1 size, +6 Dex, +5 deflection, +22 natural armor, +8 armor) touch 20, flatfooted 44
Base Attack/Grapple: +26/+43
Attack: +3 Anarchic Large Mace of Wounding +41 melee (2d6+15,x3)
Full Attack: +3 Anarchic Large Morningstar of Wounding +37/+32/+27/+22 melee (2d6+15,x3), +3 Anarchic Shocking Keen Large Scimitar +37/+32/+27/+22 melee (2d6+10 + 1d6 electricity, 15-20/x2), bite +37 melee (2d8+6 + poison) or 3 claws +41 melee (2d8+12), bite +39 melee (2d8+6 + poison)
Space/Reach: 5’/10’ ft
Special Attacks: Poison, snake-tongued, spell-like abilities, summon aid
Special Qualities: Aura of antagonism, fast healing 15, damage reduction 30/epic and lawful, dark vision (120’), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 31
Saves: Fort +28, Ref +24, Will +23
Abilities: Str 35, Dex 23, Con 30, Int 23, Wis 21, Chr 21
Skills: Bluff +40, Climb +42, Concentration +40, Disguise +40, Escape Artist +36, Jump +40, Hide +37, Innuendo +40, Intimidate +30, Listen +35, Move Silently +36, Search +35, Sense Motive +30, Spot +36, Survival +36, Tumble +36
Feats: Cleave, combat reflexes, epic prowess, dodge, improved initiative, improved multi-weapon fighting, greater multi-weapon fighting, mobility, multi-weapon fighting, perfect multi-weapon fighting, power attack
Environment: Limbo
Organization: Solitary
Challenge Rating: 24
Treasure: Double Normal
Alignment: Chaotic neutral

Tretfivor is best explained as the embodiment of the phrase, “Let’s you and him fight.” For all of his bluster, bragging, and martial trappings, Tretfivor is a consummate coward who is far more interested in creating conflict that participating in it. Tretfivor delights in arguments and rivalries, and excels at provoking, heightening and prolonging them and then leaving the participants to deal with the results. He is a masterful and cunning liar, but he is best known for his creative curses which seem almost innocuous at first but slowly unfold to reveal their truly damning nature.

In appearance Tretfivor appears to be a most unhappy wedding of a red slaad with a blue slaad. He is a grotesque creature in which no body part seems quite suited to him. One side of his body is that of a red slaad, and the other a blue. However, his feet are on backwards, there is a great hump on one side of his back, his spine is crooked, and one eye is at least ten times larger than the other. From one side of his mouth protrudes upward a 12” tusk, while one of his arms is so long and out-sized that its knuckles drag the ground when he walks. His skin is folded and loose like a pachyderms as if it did not quite fit his frame. Alone of the Slaad Lords Tretfivor favors clothing, and often wears tattered robes that were once of a rich material before being ill-used.

Tretfivor is among the most monstrous of the slaad, but if he has one somewhat redeeming quality it is that he seems relatively little interested in breaking the peace. Peaceful, tranquil, and calm beings and situations seem not to interest or attract him, and rather than taking the effort to arouse conflict where none exists, he seems to prefer to heighten conflicts were it already exists and to pit the violent and bloodthirsty against the naturally violent and ill-tempered. Certainly he has derailed many opportunities for peace and brought about much suffering, but by acting in this fashion he serves wittingly or unwittingly to cull away many that would otherwise represent a great danger by pitting them against each other. In fact, many of his favorite targets for this trickery seem to be the very fiends that he sometimes associates with.

Combat
Tretfivor is not found in combat if he can help it, as he far prefers to rely on his powers of disguise and spell abilities to cajole, trick, and wheedle others into fighting for his amusement. But if pressed or if he clearly outmatches his foe, he will fight fiercely. He typically wears an ogre sized suit of chain mail +3, and wields a pair of mighty weapons in either hand – a +3 Anarchic Large Morningstar of Wounding in the larger sinister hand, and a +3 Anarchic Shocking Keen Large Scimitar in the dexterous hand.
Spell-Like Abilities: At will – bestow curse (heightened, DC 24), chaos hammer (DC 19), cloak of chaos (DC 23), detect law, dispel law (DC 20), dispel magic, emotion (DC 19), fireball (DC 18), fly, forceful hand, greater magic fang, invisibility, lightning bolt (DC 18), magic circle against law, mass suggestion (DC 21), misdirection, nondetection, persistant image, spell turning, word of chaos (DC 26), wall of fire; 3/day antipathy (DC 24), demand (DC 24), fire shield, limited wish, power word (any). Caster level 25th. The save DC’s are Charisma based
Aura of Antagonism (Su): All diplomacy checks within 300’ of Tretfivor have a -11 penalty.
Poison (Ex): Tretfivor’s bite inflict a horrid poison on the victim, which causes the victims skin to bubble and flow as if it were hot wax. (Injury, Fortitude DC 36, initial and secondary damage 1d6 Chr + 1 permanent Chr loss.) The save DC is Constitution-based
Snake Tongued (Su): Tretfivor is venom tongued in more ways than the physical. Tretfivor is a most cunning liar, and gains a +5 insight bonus on all bluff checks involving the spoken word. Any curse he bestows via bestow curse is heightened as a 9th level spell, and when Tretfivor’s effective caster level is increased by 5 for the purpose of caster level checks involving bestow curse.
Summon Aid (Sp): Three times per day Tretfivor may attempt to summon 3d6 red slaad with a 90% chance of success or 2d8 blue slaad with an 80% chance of success, or 1-3 death slaad with a 70% chance of success. Treat this as ability as a 9th level spell. Tretfivor enjoys good relations with the Tanari. Once per day he may attempt to summon 2d6 Tanari (50% will be Dretch, 30% Babau, and 20% Hezrou) with an 80% chance of success. Summoned Tanari will not further a good cause, but will otherwise serve at any task for 25 rounds. Treat this ability as a 9th level spell.
 
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Celebrim

Legend
Part the Fourteenth, Werajt, Lord of Confusion

Werajt, Lord of Confusion
Unique Large Outsider (Chaotic, Extraplanar)

Hit Dice: 35d8 + 490 (770 hp)
Initiative: +10
Speed: 80’
AC: 43 (-1 size, +6 Dex, +6 deflection, +22 natural armor) touch 21, flatfooted 37
Base Attack/Grapple: +27/+44
Attack: Claw +39 melee (2d8+13)
Full Attack: 3 claws +39 melee (2d8+13), 2 kicks +37 melee (2d6+6), 1 slam +37 melee (1d12+6), bite +37 melee (2d8+6)
Space/Reach: 5’/10’ ft
Special Attacks: Aura of confusion, spell-like abilities, summon aid, touch of madness
Special Qualities: Bewildered, bewildering form, fast healing 20, damage reduction 30/epic and lawful, dark vision (infinite), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance acid 20, cold 20, electricity 20, and fire 20, spell resistance 33
Saves: Fort +37, Ref +25, Will +23
Abilities: Str 36, Dex 22, Con 38, Int 22, Wis 18, Chr 23
Skills: Bluff +44, Climb +51, Concentration +52, Disguise +44, Escape Artist +44, Jump +51, Hide +44, Intimidate +44, Innuendo +44, Listen +41, Move Silently +44, Search +44, Spot +41, Tumble +49
Feats: Combat reflexes, combat expertise, defensive opportunist, dodge, epic fortitude, frightful presence, improved initiative, improved overrun, karmic strike, mobility, multiattack, power attack
Environment: Limbo
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic neutral

Werajt is in many ways a piteous creature, utterly befuddled and bewildered by the universe and even often its own body. Of course, its one understandable goal seems to be to share and spread this confusion to others, so this may check the sympathy which we may have for the creature.

In appearance, Werajt is almost indescribable. Perhaps it would suffice to say that he seems a ball of disparate limbs with arms and legs sticking out in every direction higgly-piggly. But to this picture of confusion we must add a riot of color and that the entire surface of this ball of waving extremities is covered with eyes of various sizes, ears, mouths, and other sorts of things which one would not expect to find on a creatures extremities.

Werajt’s behavior is equally inexplicable. He staggers (and sometimes rolls) about as if not entirely certain what to do with his own haphazardly constructed body. He never says anything which is intelligible or appropriate, but instead makes utterly nonsensical replies to any query that are punctuated by hoots, beeps, and honks from his various mouths. He spends his days fighting with and destroying harmless inanimate objects, running in terror from tiny things like small beetles, trying to start up conversations with flowers and streams, and otherwise apparently trying and failing to make sense of the world around him. Rumor has it that Werajt possesses an uncanny knowledge of the future, but his utility as an oracle is called into question by the fact that his oracles, if that is what they are, are so cryptic and embedded in nonsense that no one is ever certain that they’ve been given one or what it might mean.

Combat
Werajt is more likely to initiate combat with a tree than with any actual foe, but despite the bedlam and the fact he’ll probably never understand why he was attacked, he is capable of protecting himself. Werajt likes to fight on the defensive, and to fill a battle field with fog, illusions and other obstacles until his confusion effect renders his foes a greater threat to each other than to Werajt. At this point, he’s likely to simply move on.
Spell-Like Abilities: At will – Alter self, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, deeper darkness (widened), detect law, detect magic, dispel law (DC 21), divination, false vision, fly, greater magic fang, insanity (DC 21), invisibility, magic circle against law, mirror image, misdirection, mislead, modify memory (DC 20), obscuring mist (widened), persistent image, see invisibility, veil, word of chaos (DC 27); 3/day acid fog (widened), limited wish, maze, mind fog (DC 21), power word (any); Caster level 25th. The save DC’s are Charisma based
Aura of Confusion (Su): Any intelligent being within 120’ of Werajt must make a will save (DC 33) or suffer from confusion (as the spell). All knowledge checks made within this area suffer from a -13 insight penalty. Finally, all arcane spells cast within this area or at a target within this area except by Werajt have an additional 10% chance of spell failure.
Bewildered (Ex): Werajt automatically fails sense motive checks.
Bewildering Form (Ex): Werajt cannot be flanked, and is 50% likely to avoid additional damage from a critical hit. Because he’s neither quite upside down or right side up (or anything else), Werajt cannot be knocked or fall prone and Werajt gets a +5 racial bonus on all tumble checks.
Change Shape (Su): Werajt can assume any humanoid form as a standard action. In humanoid form, Werajt cannot use his natural weapons. Werajt may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even a true seeing spell does not reveal Werajt’s natural form, only that Werajt is a disguised shapechanger.
Summon Aid (Sp): Three times per day Werajt may attempt to summon 3d6 red slaad with a 90% chance of success or 2d8 blue slaad with an 80% chance of success, or 1-6 green slaad with a 75% chance of success. Treat this as ability as a 9th level spell. Once per day, Werajt may summon 2d6 gibbering mouthers of the largest size (12HD). Treat this ability as a 9th level spell.
Touch of Insanity (Su): By touch, Werajt inflicts insanity on his victims as the spell (Will save DC 33 to avoid).
 
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Celebrim

Legend
Part the Fifthteenth, Zazashaf, Lord of Motion

Zazashaf, Lord of Motion
Unique Large Outsider (Chaotic, Extraplanar)
Hit Dice: 37d8 + 370 (666 hp)
Initiative: +16
Speed: 100’
AC: 49 (-1 size, +9 Dex, +8 deflection, +23 natural armor) touch 26, flatfooted 40
Base Attack/Grapple: +28/+44
Attack: Claw +43 melee (2d6+12)
Full Attack: 7 claw +43 melee (2d6+12), bite +41 melee (2d8+6)
Space/Reach: 5’/10’ ft.
Special Attacks: Spell-like abilities, summon aid
Special Qualities: Blazing fast, change shape, fast healing 20, damage reduction 25/epic and lawful, dark vision (infinite), immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, improved evasion, perpetual motion, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 36
Saves: Fort +30, Ref +33, Will +28
Abilities: Str 35, Dex 28, Con 31, Int 25, Wis 21, Chr 27
Skills: Bluff +48, Climb +49, Concentration +50, Diplomacy +45, Jump +52, Knowledge (Arcana) +44, Knowledge (Planes) +47, Intimidate +45, Listen +45, Move Silently +48, Perform (Dance) +29, Search +44, Spellcraft +44, Spot +45, Survival +42, Tumble +49
Feats: Astral tracking, combat reflexes, epic reflexes, dodge, improved combat reflexes, improved initiative, mobile spellcaster, mobility, multi-attack, power attack, spring attack, run, track
Environment: Limbo
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic neutral

Zazashaf the Traveler is one of the oldest attested Slaad Lords, and also one of the mightiest. He goes by many names, but his appearance has remained unchanged in the texts for many thousands of years. He appears as a great toad bodied creature with 3 arms on his right side, and 4 to his left, and 4 legs to his right side and 3 on his left. His head and tail are canine in form - usually that of a golden jackal - and one leg to either side is canine and one arm to either side is ape-like. The scales of his torso are mottled white, brown, and green, and his eyes have the appearance of onyx. Zazashaf loves things that change and move and is fascinated by living things more than any other Slaad, especially those that live quick, eventful and dramatic lives. Plants move with painful slowness to him, but insects are a special pleasure to him and he takes umbrage when they are destroyed unthinkingly in his presence. While Zazashaf can be pleasant if rapid conversationalist when entertained, but anything that moves or speaks slowly will annoy and a would be road companion must be able to keep up with the great pace that he sets.

Zazashaf is the great enemy of Ygorl. Each mutually believes the other to be an abomination and a traitor tainted by alien and unnatural philosophies, and each will attack the other without hesitation.

Combat
Zazashaf generally is annoyed by combat and uses his incredible speed to simply run away from it. However, if thwarted or checked by persistant attackers, he is a terrifying foe that uses his incredible mobility to his best advantage, running circles around his foes, striking at opponents with a cyclone of claws, and then darting away before they can make a reply.
Spell-Like Abilities: At will – astral projection, alter self, animate objects, blur, break enchantment, chaos hammer (DC 22), cloak of chaos (DC 26), confusion (DC 23), control weather, control winds, detect law, detect magic, dispel law (DC 24), fabricate, freedom of movement, grease (DC 21), greater dispelling, greater magic fang, gust of wind, haste, heat metal, identify, invisibility, magic circle against law, magic missile, mirror image, misdirection, mislead, passwall, see invisibility, shatter (DC 20), telekinesis, unseen servant, word of chaos (DC 29), whispering wind, wind walk, wind wall; 3/day cyclone, limited wish, power word (any), teleport, time stop, wall of force. Caster level 25th. The save DC’s are Charisma based.
Blazing Fast (Ex): Zazashaf is always protected as by the blur and freedom of motion spells. Additionally, for each 20’ that Zazashaf moves in a round, he receives a +1 dodge bonus against missile attacks until the beginning of his next turn. Zazashaf has a +4 enhancement bonus on all initiative checks. Three times per day, Zazashaf can quicken any spell-like ability of 6th level or less.
Change Shape (Su): Zazashaf can assume any humanoid form as a standard action. In humanoid form, Zazashaf cannot use his natural weapons. Zazashaf may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even true seeing does not reveal Zazashaf’s natural form, only that Zazashaf is a disguised shapechanger.
Improved Evasion (Ex): If Zazashaf makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Even on a failed save, Zazashaf only takes half damage.
Perpetual Motion (Ex): As befitting an embodiment of motion, Zazashaf is always moving. Zazashaf receives an extra move action in each round and must move at least 10’ in a round. If for some reason Zazashaf is unable to move in a round, Zazashaf takes 2d6 damage at the end of the round.
Summon Aid (Sp): Three times per day Zazashaf may attempt to summon 1d8 green slaad with a 90% chance of success or 1d4 grey slaad with an 80% chance of success. Treat this as ability as an 8th level spell. Zazashaf enjoys good relations with the Eladrin. Once per day he may attempt to summon 2d6 Eldarin (50% will be Courre, 30% Bralani, and 20% Shiradi) with an 80% chance of success. Summoned Eldarin will not further an evil cause, but will otherwise serve at any task for 25 rounds. Treat this ability as a 9th level spell.
 
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paradox42

First Post
Consider these names immediately adopted into my game, at least! :D The beings themselves too, once you find the time to post them. I always felt that there were too few Slaad Lords, and meant to make some of my own (even had a few ideas for some, but you've already supplanted those in your own list).

The Lord of Absurdity should be particularly entertaining to see! :lol:
 


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