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

Celebrim

Legend
Floral Slaad

Floral Slaad
Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+108 (162 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 ft
Armor Class: 22 (-1 Dex, -2 Size, +15 Natural) Touch 7, Flatfooted 22
Base Attack/Grapple: +12/+26
Attack: 1 Claw +16 Melee (2d8+6)
Full Attack: 2 Claw +16 Melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (2d8+6), improved grab, pollen spray, spore spray
Special Qualities: Damage reduction 5/-, fast healing 5, immunity to sonic, plant traits, remain motionless, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 21, take root, tremorsense
Saves: Fort +22, Reflex +7, Will +11
Abilities: Str 23, Dex 9, Con 29, Int 12, Wis 16, Cha 14
Skills: Appraise +9, Climb +21, Concentration +21, Craft (Any One) +9, Hide +6 (+14)*, Jump +13, Knowledge (Any one) +16, Listen +18, Search +8, Move Silently +14, Spot +18, Survival +9
Feats: Cleave, improved bullrush, improved initiative, item creation feat (any one), power attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, Pair, Circle (3-5), Grove (6-10)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 13-24 (Huge)

When most travelers first encounter a floral slaad, they are generally unaware that they are in fact in the presence of a slaad. In its natural state, a floral slaad is barely recognizable as a single organism, much less an animated and sentient one. A floral slaad resembles little more than an animated overgrown compost heap – that is were a compost heap to be densely overgrown with 3’ diameter flowers, purple vines, giant puffballs, 4’ wide toadstools and so forth. When addressing another being, a floral slaad thoughtfully arranges its leaves, flowers, vines, thorns, and fungal growths into something loosely resembling a shambling humanoid with a giant expressive face.

Floral slaad believe that the other slaad do not express enough of the creative side of chaos, and have in fact become far too destructive in their natures. Floral slaad seek outlets of expression besides destruction and to promote growth and change in the world around them and in themselves. Superficially, this may sound warm and fuzzy, but one must remember that this is a slaad we are talking about all the same. All floral slaad make an attempt to engage in artistic pursuits of some form, but what each floral slaad most wants to do is bring about the existence of some other real and sentient being in the universe other than itself. Any evidence of something in the universe being real or sentient other than themselves is perceived as being a very good effort on their part, and a sign that they are clearly on the right path. They call their pursuit, ‘the quest for enlightenment’, and they will not be deterred in it.

Each floral slaad believes all other floral slaad as its own best efforts in the attempt to bring about true living beings into the world. This is self-evident because other floral slaad are the closest copies to the one truly important thing in the universe – itself. When a floral slaad is not trying to coax intelligence from earthworms, ruined buildings, and petunias, a floral slaad spend much of its time engaging in bizarre quasi-religious rituals and lengthy debates with its fellows. Each floral slaad believes that he is the leader of these small groups, and all the other floral slaad present are figments or at best unintelligent lumps of matter that some portion of him is animating for his own amusement and that, if only he could manage to imprint enough wisdom on these things, he would not be alone in the universe.

Most floral slaad are drawn from the ranks of the green slaad, a small percentage of which are attracted to the cult during the process of evolving into grey slaad and detour down this rather strange garden path. It is almost certain that some green slaad was the first to found this strange cult, but it is know impossible to tell which it was, since all floral slaad will insist they are the first.

Combat
Floral slaad are exceptionally dangerous opponents when provoked. A floral slaad can absorb so much punishment as to seem virtually indestructible, and they are both dangerous spell casters and powerful melee combatants.
Spell-Like Abilities: At will – Alter self, animate objects, chaos hammer (DC 16), daylight, detect magic, detect thoughts (DC 14), identify, lightning bolt (DC 15), locate object, magic circle against law, major image (DC 15), non-detection, shatter (DC 14), summon swarm; 2/day commune with nature, dispel law (DC 17), fabricate, insect plague, minor creation, wall of thorns. Caster level 12th. The save DC’s are charisma based.
Camouflage (Ex): Floral slaad receive a +8 racial bonus to hide when amongst vegetation.
Constrict (Ex): A floral slaad deals 2d8+6 crushing and piercing damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a floral slaad must hit a huge or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Plant Traits (Ex): A floral slaad bears more than a superficial resemblance to a plant. A floral slaad is immune to poison, sleep effects, paralysis, polymorph, and stunning and is not subject to critical hits. However, a floral slaad is vulnerable to any effect that a plant is vulnerable to.
Pollen Spray (Ex): As a standard action, a floral slaad can unleash a cloud of glittering hallucinogenic pollen which effects all creatures in a 10’ diameter spread centered 10’ from the slaad. Those within the cloud must make a successful Fortitude save (DC 25) or hallucinate for as long as they remain in the cloud plus 1d4 rounds afterwards. Hallucinating characters act as under a confusion spell. Even those that succeed in their saves are still outlined with the pollen as by the spell glitterdust. The DC for this ability is Constitution based.
Remain Motionless (Ex): A floral slaad can hold itself so still it appears to be nothing more than a collection of unusual plants. An observer must succeed on a DC 20 Spot check to become aware the slaad is an animated creature.
Spore Spray (Sp): As a standard action, a floral slaad can unleash a 20’ jet of sticky flesh eating fungal spores which coat all targets in a 5’ wide path. Corporeal creatures in the area of effect take 1d6 Con damage unless they make a successful Reflex save (DC 25), in which case they take half damage (round down). Creatures reduced to 0 Con by this effect are transformed into patches of yellow mold. The DC for this ability is Constitution based.
Take Root (Ex): As a move equivalent action, a floral slaad can sink its roots into any solid non-living surface it is in contact with. This gives it a +10 circumstance bonus to resist bull rush and trip attacks, and does 8d8 damage to the surface it is in contact with.
Tremorsense (Ex): A floral slaad automatically senses the location of anything that is in contact with the ground and within 60’.
 
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Kafkonia

First Post
At seemingly random intervals one or more Slaad Lords will engage in a pogrom to irradiate the members of a particular cult.

Do you mean eradicate (get rid of) or irradiate (expose to radiation)? My money's on the former, but with slaadi you never know. :)
 

Celebrim

Legend
Simian Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 8d8+24 (60 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft/Climb 30 ft.
Armor Class: 21 (+3 Dex, +1 Luck, +7 Natural) Touch 14, Flatfooted 18
Base Attack/Grapple: +8/+12
Attack: 1 Claw +12 melee (2d4+4)
Full Attack: 2 Claw +12 melee (2d4+4), 1 bite +10 melee (2d4+2), 1 tail slam +10 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend (4d4+6), spell-like abilities, summon slaad
Special Qualities: Darkvision (60’), fast healing 5, fearless, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 18
Saves: Fort +9, Reflex +9, Will +4
Abilities: Str 19, Dex 17, Con 17, Int 10, Wis 6, Cha 12
Skills: Climb +23, Concentration +8, Hide +14, Intimidate +7, Jump +45, Listen +9, Move Silently +14, Perform +6, Spot +9, Survival +4, Tumble +14
Feats: Dodge, mobility, multi-attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, Pair, Gang (3-5), Tribe (6-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 9-12 (Medium), 13-16 (Large), 17-24 (Huge)

Simian slaadi appear to be mostly made of misfitting monkey and ape parts - like a flesh golem made of dire ape parts. A typical simian slaadi might have the face of a howler monkey, the body of a gorilla, the arms of an orangutan, the hindquarters of a mandrill, and the tail of a spider money – but any number of bizarre combinations is possible including those not found in nature. Each simian slaad is unique in its exact appearance, but all have large fangs and claws.

Most Slaad do not believe that anything but themselves is truly important or even truly real. The simian slaadi take this one step further. They are not convinced that they are real either. The simian slaadi notice their relative lack of ability to cause reality to conform to their wishes at times, and conclude from this that they are probably no more beings of real substance and free will than anything else in the universe. Rather than concluding that everything is equally real, they conclude that everything is equally unreal, and that they and everything else are mere delusions which have unortunately been made believe that they are free willed, independent living beings, and now have been made to realize that it was all some sort of sick gag and in fact they were never anything more than something’s fever dream. Simian slaadi are always curious what they will be made to do next.

Apparantly, what simian slaad believe that they are made to do next is spend a lot of time in meditation. Simian slaadi do not have a goal per se – what is the point in a goal when you don’t have any free will anyway? But most simian slaad spend a lot of time in meditation, hoping to obtain some understanding of why they were made and who - if anyone - invented them. The most common theory they hold among themselves is that the universe is the dream of a being that they refer to as “The great slumbering syphilitic armadillo”, but there is also a common theory that the universe is the result of the fetid exhalations of a rotting pasta dish that somehow gained sentience, and another theory which suggests that it is the creation of “the great dice who randomizes all”. Others simply suggest that since we can never really reason on our own, that it is simply impossible for us to ever know anything. Most simian slaad are quite scornful of this creator being, whoever they believe him to be and assuming that they believe that it indeed exists, but nonetheless they tend to develop elaborate theologies and rituals reflecting their personal belief in the hope that perhaps this being will be amused enough by them to grant them a greater degree of reality.

It is a commonly held belief by the simian slaad that the founder of their cult, a being they call “the Great Monkey King”, obtained corporality in a realm outside of the multi-verse where things could be truly real.

Simian slaadi are extremely scornful of any being that claims that the universe is real, or especially if they claim that they themselves are real. They believe that it is self-evident that everything in the universe is fundamentally insane, irrational, and insubstantial. They are also offended by any being that pretends to superiority over any other being, even in so much as claiming to be correct about anything or claiming another incorrect, since they believe that true equality is the obvious result of the fact that we are all but random illusions. Simian slaadi are by the standards of slaadi comparatively social beings. They form small, relatively close circles, with like minded beings to debate the nature of the universe.

Combat
Simian slaad are fearsome and agressive fighters that will fight to the death. But, they are generally too apathetic to bother pursuing an opponent bent on fleeing.
Spell-like Abilities: At will – detect magic, detect thoughts (DC 13), disguise self, enlarge person (DC 12), reduce person (DC 12), silent image (DC 12), locate object, magic fang; 2/day confusion (DC 16), ethereal jaunt, invisibility, suggestion (DC 14). Caster level 8th. The save DC’s are charisma based.
Fearless (Ex): A simian slaad's conviction that nothing is real makes it impossible to frighten. They are immune to all magical fear effects and cannot be intimidated.
Rend (Ex): If a simian slaad hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4+6 points of damage.
Summon Slaad (Sp): Once per day a simian slaad can attempt to summon another simian slaad with a 40% chance of success. This is ability is the equivalent of a 4th level spell.
Skills: Simian slaad have a +30 racial bonus to jump checks and a +8 bonus to climb checks.
 
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Celebrim

Legend
Pachyderm Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft
Armor Class: 29 (Size -1, +4 Dex, +16 Natural) Touch 13, Flatfooted 25
Base Attack/Grapple: +14/+25
Attack: 1 Claw +20 melee (3d6+7)
Full Attack: 2 Claw +20 melee (3d6+7), 1 bite +18 melee (2d10+3), 1 gore +18 melee (2d10+3), 1 trunk slam +18 melee (1d10+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad, trumpet
Special Qualities: Damage Resistance 10/lawful, darkvision (60’), fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 25
Saves: Fort +16, Reflex +13, Will +12
Abilities: Str 25, Dex 19, Con 25, Int 20, Wis 16, Cha 18
Skills: Bluff +21, Concentration +16, Diplomacy +14, Disguise +16, Hide +17, Intimidate +22, Knowledge (Planes) +22, Listen +20, Move Silently +21, Perform +14, Search +22, Sense Motive +20, Spellcraft +17, Spot +20, Tumble +21
Feats: Dodge, improved initiative, mobility, multi-attack, power attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, Pair, Gang (3-5), Council (6-10)
Challenge Rating: 14
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 15-20 (Large), 21-28 (Huge)

In appearance, Pachyderm slaad appear to be a humanoid that is the mostly ungainly and horrifying cross of an elephant, a hippo and a rhino. The face of a Pachyderm slaad appears quite stuffed with huge oversized features. A wide jutting jaw, massive overhanging nasal trunk, enormous ears, long tusks and great horns overshadow its deeply recessed eyes. The body of a Pachyderm slaad is covered in a heavy layer of loose fitting hide which gives it the appearance almost of wearing armor plates. Despite this appearance, a Pachyderm slaad is surprisingly light on its feat and quite graceful in a massive sort of way. The skin color of a Pachyderm slaad is a dark purple that lightens to mauves and pinks on its front side. They are fond of wearing long capes, flowing ropes, and incredibly wide brimmed hats in dark neutral colors. A pachyderm slaad stands roughly 11’ tall and weighs just over 1700 lbs.

The Pachyderm slaad cult draws from some of the eldest and most experienced grey slaad. Pachyderm slaad believe that the slaad race and indeed all of Limbo is in the grip of a sinister conspiracy that is secretly in the service of the forces of law and order. These so-called ‘Lords’ and ‘Masters’ must first be defeated before there can be any real freedom, growth, and individuality in the universe. To this end, the pachyderm slaad are continually scheming as to how that they might overthrow the Slaad Lords – though in practice scheming is about as far as their schemes ever get. Nonetheless, each pachyderm slaad styles itself a romantic and dashing figure heroically resisting the tyrannical Slaad Lords, and imagines that his every experience is somehow the result of personally directed machinations by the Slaad Lords to thwart his every move.

Pachyderm slaad form small secret societies with names like ‘The People’s Revolutionary Anarcho-Cynicalist Front’, ‘The Proletariat Liberation Army’, and ‘Dancing Paper-Mache Clowns for Freedom’. These secret societies are supposedly dedicated to motivating the slaad to over throw the Slaad Lords, but in practice they spend more time in sybaritic pursuit and bickering with one another over philosophical details than on any other activities.

Combat
A pachyderm slaad will only fight a combat on its own terms. If the odds are not heavily in its favor it flees, using its powers of obfuscation, disguise, and the ability to create a wall of iron to ensure its escape. When well prepared for battle with its vast array of potent defences, a pachyderm slaad is most fearsome foe. A pachyderm slaad prefers to fight at close range and in somewhat of a confined space where it can use its great strength, iron body, and greater magic fang to their fullest effect. At range, a pachyderm slaad is seriously disadvantaged and forced to rely only on its ability to cast chaos hammer and magic missile.
Spell-like Abilities: At will – Alter self, animate objects, chaos hammer (DC 18), detect magic, detect thoughts (DC 16), dispel law, fly, fog cloud, greater magic fang, identify, invisibility, illusory script, magic circle against law, magic missile, persistent image (DC 18), locate object, see invisible, shatter (DC 16), whispering wind; 2/day cloak of chaos (DC 22), iron body, globe of invulnerability, greater dispelling, mass suggestion (DC 20), mirage arcane, wall of iron, word of chaos (DC 25). Caster level 16th. The save DC’s are charisma based.
Change Shape (Su): As a standard action, a pachyderm slaad can shapechange into the form of any humanoid or any other lesser or rogue slaad provided that the form assumed has no more hit dice than the pachyderm slaad.
Trumpet (Su): As a standard action, a pachyderm slaad can let forth a great blast of sound from its great elephantine trunk. The effect of this is as an empowered shout spell (DC 21). After letting forth such a blast, the pachyderm slaad must wait 1d4 rounds before trumpeting again. This is constitution based ability.
Summon Slaad (Sp): Twice per day a pachyderm slaad can attempt to summon 1-2 red or blue slaad with a 70% chance of success, or one pachyderm slaad with a 30% chance of success. This ability is the equivalent of a 6th level spell.
 
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demiurge1138

Inventor of Super-Toast
I really do like the non-batrachian slaadi species, but I have a question as to the floral slaad. Where did the DC for the spore ability come from? If it's Constitution based, the DC should be 10 + 6 for HD + 9 for Con, or 25. Instead, it's 30. Is there a racial bonus to the DC?

Demiurge out.
 

Celebrim

Legend
demiurge1138 said:
I really do like the non-batrachian slaadi species, but I have a question as to the floral slaad. Where did the DC for the spore ability come from? If it's Constitution based, the DC should be 10 + 6 for HD + 9 for Con, or 25. Instead, it's 30. Is there a racial bonus to the DC?

Demiurge out.

Good catch. Thanks.

The reason for the slow updates, is that I've been working about 60 hours a week and haven't had alot of time for anything else. I consider the new monsters almost a cop out, because they are abit less work than some of the others areas I want get to, but I'm glad to hear that someone likes them.
 

Snafflehound

First Post
This is such an interesting and creative thread that it has spurred me, a lurker who hasn't played an RPG for about 15 years, to register and post. Slaad are cool. :cool:

One idea that I've had for a while that I offer up to you relates to the batarachian forms of the slaad. The way I see it this is not inherently random but is inherently philosophically linked to their chaotic nature. The life cycle of frogs and toads starts off with eggs which become tadpoles which then develop into the adult form which looks nothing like the tadpole. So there is a natural element of change and transformation in there. This would contrast with the modrons, which have forms that are based on the ideal platonic solids (sphere, cube, pyramid etc.)

In my old 1e campaign I had the slaad originating as "slaadpoles" and then evolving into adult slaad. I understand that there is some "spawning stone" genesis now, though. I also had a Slaad Lord of Delusion that was based on Chuz from the Tanith Lee Flat Earth books.

If you are working on these variant slaad of other forms, in addition to these dog, pachyderm etc. slaad forms, you might want to consider other natural changers or transformers. The Floral Slaad is the one that makes the most sense to me out of the varieties presented so far. What about a butterfly slaad (starts off as a caterpillar and then pupates) or a slime mold slaad (real life slime molds have a life cycle that includes amoeba, mushroom and slug-type bodies)?

Final comment - I've seen some comments abou slaad being corrupted to evil and about death slaad being chaotic evil. Shouldn't there also be some examples about slaad becoming chaotic good? You can see hints of this in the descriptions of some of the slaad lords presented here.
 

Celebrim

Legend
Snafflehound said:
This is such an interesting and creative thread that it has spurred me, a lurker who hasn't played an RPG for about 15 years, to register and post. Slaad are cool. :cool:

Thanks. Life has gotten in the way of my regularly updated this thread, but I have some more in the works.

One idea that I've had for a while that I offer up to you relates to the batarachian forms of the slaad. The way I see it this is not inherently random but is inherently philosophically linked to their chaotic nature.

I agree.

If you are working on these variant slaad of other forms, in addition to these dog, pachyderm etc. slaad forms, you might want to consider other natural changers or transformers. The Floral Slaad is the one that makes the most sense to me out of the varieties presented so far.

The slaad forms chosen have not been completely random. Monkeys and wild dogs (jackals, coyote) are mythically linked to 'tricksters'. The pachyderm slaad was chosen because of its appearance is supposed to comically contrast with its supposedly serious purpose - think the Tick meets the dancing hippos from Fantasia meets Guy Fawkes.

What about a butterfly slaad (starts off as a caterpillar and then pupates) or a slime mold slaad (real life slime molds have a life cycle that includes amoeba, mushroom and slug-type bodies)?

Those would be excellent choices. The purpose of the slaad cults is to provide the oppurtunity to give the slaad the sort of diversity that we'd expect in a chaotic race, that is we would really expect incarnated chaos to be individually unique (like the 1st edition Hordlings), while still leaving an avenue for explaining why we mostly know them by thier batarachian form. One area I hope to eventually go into is why the majority of the slaad have fixiated on the batarachian form. The answer is part of the deep dark of Ygorl, the Death Slaad, and includes the answer to why noone has ever seen Ygorl in his 'other true form' of a black slaad.

Final comment - I've seen some comments abou slaad being corrupted to evil and about death slaad being chaotic evil. Shouldn't there also be some examples about slaad becoming chaotic good? You can see hints of this in the descriptions of some of the slaad lords presented here.

First of all, I'll be retconning the decision to make the Death Slaad choatic evil. IMO, slaad which are not chaotic neutral should be as rare as celestials which are not good. This is a planeborn race composed of elemental chaos. While we might find a few rare individuals of differing alignments, we would never expect whole races of them - whole steps in thier evolutionary cycle in some conceptions of them - to be something other than chaotic. This is my personal preference, but I don't like the idea of aligned outsiders becoming something other than what they are. In my opinion, if you are made of evil the only way you can be anything but evil is if you change the thing you are made of, in which case not only are you no longer the thing you were and its an open philosophical question whether you are still yourself or whether you've been 'reborn'. IMO, if a planeborn were to change its alignment, it would change into a different sort of planeborn. So you'd never find any truly CE or CG good slaad - you'd find Eladrins or Tanar'ri that used to be slaad.

To let loose another deep dark secret of my campaign, in my homebrew goblins and gnomes share this trait and are secretly of the same race. If a goblin truly becomes good, it changes into a gnome and vica versa. Of course, IMC this is so rare that gnomes are a mythic race and thier existance is not generally credited nor is thier origin known to 'science' (except by a few goblin loremasters and they aren't talking).

But as you noted from my description of the slaad lords, there is alot of territory to cover between CG and CE and we can have slaad that are almost CE (like Baseraxs, Quag and Tretfivor) and slaad that are almost CG (like Paxcreeg and Zazashaf) while still being distinct from those alignments. The thing I like about the slaad is there ability to do both tremendous good or tremendous evil. For example, how you respond to Breasdfea probably depends alot on whether the rule he is overthrowing is that of a benevolent and just paladin or a tyrannical 1000 year old lich king. Breasdfea doesn't really care, and his role as celebrarted hero or despised villain depends on where he is standing at the moment.
 
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Celebrim

Legend
Avian Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+27 (68 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft/flying 80 ft. (poor)
Armor Class: 24 (Size -1, +4 Dex, +11 Natural) Touch 13, Flatfooted 20
Base Attack/Grapple: +9/+18
Attack: 1 Bite +13 melee (2d8+7)
Full Attack: 1Bite +13 melee (2d8+7) or by weapon
Space/Reach: 5 ft./10 ft.
Special Attacks: Portal magic, spell-like abilities, summon slaad, suspend causality
Special Qualities: Change shape, evasion, darkvision (60’), insight of madness, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 20
Saves: Fort +9, Reflex +10, Will +3
Abilities: Str 20, Dex 18, Con 17, Int 12, Wis 4, Cha 16
Skills: Bluff +15, Concentration +15, Escape Artist +16, Hide +12, Jump +17, Listen +9, Move Silently +16, Perform +15, Search +17, Spot +9, Tumble +16
Feats: Combat reflexes, dodge, improved initiative, mobility
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, Pair, Gang (3-5), Council (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 10-15 (Large), 16-18 (Huge)

It is difficult to know just what exactly an avian slaad thinks, but perhaps the avian slaad cult attracts those slaad that think the rest of the slaad are too predictable and make far too much sense. Avian slaad are extremely varied in appearance, often having little more in common than they all have feathers. No two look much alike. They are legless, or many-legged, with one wing or ten, thin or round like a ball, squat or tall, fringed, maned, crested, or bald. Many combine elements of several different birds in one esoteric form, while others look nothing like any bird at all. Other than feathers, the only other significant thing that they have in common is a wickedly sharp beak.

Avian slaad are rarely found anywhere but Limbo. They find all other environments to be too restrictive and confining. They are particularly fond of making dwellings in runaway fantasies and non-causality pocket planes, where the laws of reality are suspended. They are particularly fond of satire, and enjoy making a mocking play of those traditions and rituals held most sacred by society.

As far as anyone knows, no avian slaad has ever said anything that made any sense at all, and the majority of the time they content themselves with a chorus of irritating squawks and screeches. However, while an avian slaad never seems to communicate directly, they do seem to understand when they are spoken too, for otherwise they would not be able to misunderstand so consistently.
The origin of the avian slaad cult is unknown and its unknown whether its founder still exists, though there are several extant Slaad Lords which seem likely candidates. Entry into the avian slaad cult is by forming a caccoon of Slaad Stuff, which forms a sort of bumpy multicolored eggshell, and then undergoing metamorphosis.

Combat
An avian slaad engages in combat as if it were an amusing diversion to be gamely taken up when it is offered, and then pursued until one has at least proven that one has a far better sense of humor than ones opponent. An avian slaad employs its array of spell-like abilities defensively and creatively, preferring an ironic twist or a humiliating insult to a direct attack. An avian slaad rarely pursues combat to the death, and will even avoid finishing off an opponent in favor of humiliating the opponent at some latter point. In a pinch, the avian slaad’s ability to suspend the normal laws of reality to disappear through any open portal keep the avian slaad safe from all but the most serious and determined sorts of trouble. Those sorts of trouble which pursue even then are likely to find themselves suddenly winking out of existence, as the avian slaad disbelieves their existence and causes them to instantly disintegrate.
Spell-Like Abilities: At will – Alter self, bestow curse (DC 17), blur, chaos hammer (DC 17), detect law, detect magic, detect thoughts (DC 15), identify, knock, locate object, magic circle against law, minor image (DC 14), shatter (DC 15), unseen servant; 2/day break enchantment, dispel law (DC 18), dispel magic, freedom of movement, telekinesis (DC 18). Caster level 9th. The save DC’s are charisma based.
Change shape (Su): An avian slaad can assume any medium or large sized humanoid or avian animal form as a standard action. An avian slaad remains in this form until it chooses to assume a new one. The chance in form cannot be dispelled, but an avian slaad will revert to its natural form when killed. A true seeing spell will reveal the natural form.
Evasion (Ex): If an avian slaad makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless avian slaad does not gain the benefit of evasion.
Insight of Madness (Ex): Three times per day an avian slaad may elect to receive a +6 insight bonus on any wisdom or wisdom based skill check.
Portal Magic (Su): Avian slaad have a special affinity for doorways and portals of every sort. An avian slaad that steps through an open portal may step sideways through some strange dimension understood only by the slaad and choose to exit from any other open portal within 190’ feet. An avian slaad may continue its motion after exercising this power just as if it had made normal motion. An avian slaad may even execute a charge in this fashion, and continue its motion in any straight line after exiting the portal. Any portal will work provided it is not blocked and it is large enough for the avian slaad to fit into, so for example the avian slaad may step into an archway and exit through an open barrel, or step into a large trunk and then out of a nearby doorway. An avian slaad is automatically aware of any open portals within range.
Likewise, an avian slaad that is within 5’ of a usable portal may attack and threatens any square within 5’ of another open portal within the avian slaad’s line of sight, simply by reaching through the nearer portal and attacking a target further away.
Finally, as a standard action, an avian slaad may focus on an open portal and choose to scry through any open portal within range as if they were using a clairvoyance spell.
Suspend Causality (Su): An avian slaad may cause events to transpire in an illogical fashion. Once per day as an immediate action, an avian slaad may cast a special limited wish. In addition to the normal effects of a limited wish, this ability may also automatically counter any spell of 6th level or lower. Whenever this power is activated in response to some action, the ability is assumed to resolve simultaneously with the action it is in response to; i.e., do not resolve the action until you have also resolved the suspension of causality. For example, if this power is activated in response to a lethal attack on the avian slaad, and the chosen suspend causality effect is cure critical wounds; the avian slaad is not killed by the attack unless the effect of the cure critical wounds is insufficient to raise the avian slaad’s hit points up into a non-lethal range.
Summon Slaad (Sp): Twice per day an avian slaad can attempt to summon either 1-2 mud slaad with a 50% chance of success, or another avian slaad with a 30% chance of success. This ability is equivalent to a 5th level spell.
 
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Sigurd

First Post
Doc file by any chance?

You don't by chance have a doc file with all this or an Open Office file??????


Its a lot of work to even take in! I'd love to see it all in one place. Kudos for putting it all together.


Sigurd
 

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