Slaad-a-palooza!

demiurge1138

Inventor of Super-Toast
Everybody loves slaadi! Except there aren't enough of them.

We're here to change that.
If anybody's got homebrewed slaadi, I'd love to see them up. I'll be posting mine at irregular intervals, predominately because I've written few of them as of yet.

Comments, criticism, etc is always appreciated.

Indigo Slaad
Huge Outsider (Chaos, Extraplanar)

Hit Dice: 14d8+98 (161 hp)
Initiative: +5
Speed: 30ft (6 squares)
Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22
Base Attack/Grapple: +14/+36
Attack: Claw +22 melee (3d6+10)
Full Attack: 8 claws +22 melee (3d6+10), bite +20 melee (3d8+5)
Space/Reach: 15ft/20ft
Special Attacks: Improved grab, rend 3d6+15, spell-like abilities, summon slaad
Special Qualities: Darkvision 60ft, DR 10/slashing or piercing, fast healing 5, immunity to sonic, malleable, resistance to acid 5, cold 5, electricity 5 and fire 5
Saves: Fort +16, Ref +10, Will +8
Abilities: Str 31, Dex 13, Con 25, Int 6, Wis 6, Cha 10
Skills: Climb +23, Escape Artist +14, Hide +6, Jump +26, Listen +13, Move Silently +14, Spot +13, Tumble +18
Feats: Acrobatic (B), Cleave, Improved Initiative, Multiattack, Multigrab, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2-5)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 15-28 HD (Huge), 29-42 HD (Gargantuan)

This gangly creature resembles a mottled purple humanoid toad as tall as a frost giant. Its four arms and two legs are long, thin, and move as if the creature has either too many joints or too few. It has wicked looking bony hooks on the backs of its hands.

Many scholars find it unusual that, despite being chaos incarnate, all slaadi resemble humanoid bipedal toads. So did Jefrotuul, the ancient and insane death slaad brooder. His most successful experiment in tampering with the basic slaadi stock was the indigo slaad.

The indigo slaad stands about 14 feet tall, and is very skinny, almost emaciated looking. Its torso is dwarfed by its long, rubbery arms and legs. Its entire body can bend and twist in bizarre and unnatural ways, allowing it to fit into cracks, corners and passageways other, smaller slaadi could not hope to get through.

Indigo slaadi are probably descended from blue slaadi, and like them work fairly well in groups. Jefrotuul uses them to guard his fortress, and as personal bodyguards when traveling. Indigo slaadi speak Slaad, but they understand Common.

Combat
Indigo slaadi prefer to attack invisibly and from a distance with their incredible reach, and then draw their opponent in and shred them. When operating in gangs, one slaad will often grapple one or more foes, while his allies tear the grappled victims apart.

Improved Grab (Ex): To use this ability, an indigo slaad must hit a Huge or smaller opponent with a claw attack. It can then attempt to grapple as a free action without provoking an attack of opportunity.

Malleable (Ex): The body of an indigo slaad is almost fluid in its ability to reshape itself. It gains a +4 bonus to grapple checks, a +5 bonus to Escape Artist checks, and Acrobatic as a bonus feat. Its reach is 5 feet longer then that of a normal Huge creature. In addition, as a full round action, an indigo slaad may pass through any opening more then 6 inches in diameter. If it continues to move through these constraints, as if traveling through a tube or pipe, treat as if it is moving through difficult terrain (each square moved is worth two in the movement rate).

Rend (Ex): An indigo slaad that hits with multiple claw attacks latches onto the opponent’s body and tears the flesh. For every two claws that hit an opponent, the indigo slaad deals to it an additional 3d6+15 points of damage.

Spell-like Abilities: At will- passwall, telekinesis (DC 15); 1/day- chaos hammer (DC 14), invisibility. Caster level 14th. The save DCs are Charisma-based.

Summon Slaad (Sp): Once per day, an indigo slaad can attempt to summon 1-2 red or blue slaad with a 40% chance of success. This ability is the equivalent of a 5th level spell.

Feats: The Multigrab feat allows the indigo slaad to grapple using only a claw for a –10 penalty.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
Mmm... black salad...
Except that there is a black slaad. In addition to Ygorl, the Epic Level Handbook's got them. Nasty, nasty creatures, really cool illo.

Demiurge out.
 


demiurge1138

Inventor of Super-Toast
Ooh! I was considering doing a prismatic slaad, but since you're (sorta) working on one, I'll leave it open to you.
Next verse, same as the first...

Coral Slaad
Medium Outsider (Chaos, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +9
Speed: Fly 80ft (good) (16 squares)
Armor Class: 25 (+5 Dex, +10 natural), touch 15, flat-footed 20
Base Attack/Grapple: +12/+16
Attack: Slam +17 melee (1d8+4 plus chaos coral)
Full Attack: Slam +17 melee (1d8+4 plus chaos coral), bite +12 melee (2d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Chaos coral, spell-like abilities, summon slaad
Special Qualities: Darkvision 60ft, DR 10/lawful, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5
Saves: Fort +11, Ref +13, Will +10
Abilities: Str 19, Dex 21, Con 17, Int 8, Wis 15, Cha 15
Skills: Hide +20, Intimidate +17, Listen +19, Move Silently +20, Search +14, Spot +19, Survival +17
Feats: Alertness, Fly-by Attack, Improved Initiative, Track, Weapon Focus (slam)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair or pack (3-12)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 13-18 HD (Medium-sized), 19-36 HD (Large)

This bizarre creature looks like a humanoid toad the size of a man, only its arms and legs have been stretched out with webbing between them, like the “wings” of a flying squirrel. Each finger and toe is likewise winged. Its skin is a pale orange, and calcareous, coral-like growths of the same color cover much of its body. Its chest is reinforced with this coral in rough serrated shapes.

The coral slaadi are strange, primitive slaad that drift aimlessly through the eternal skies of Limbo, carefully avoiding pockets of other elemental matter. They enjoy a symbiotic relationship with chaos coral, a fast growing and parasitic species. A few slaad lords and death slaadi use coral slaadi as spies on their enemies and githzerai monasteries as, from a distance, they are indistinguishable from the coral they are coated in.

Coral slaadi, like all outsiders, do not need to eat, but they are compelled to track down “prey” for their chaos coral symbionts. They are likely to attack any creature, including other slaadi, that they see, but they (rightly) fear death slaadi and obey their orders.

Coral slaadi would be about six feet tall if they were capable of standing. Their wingspans are usually about 10 feet long, and they are quite light, rarely weighing more than 50 pounds. Coral slaadi speak Slaadi

Combat
Coral slaadi prefer hit-and-run tactics, slamming opponents with their reinforced chests and diving away while the fast growing chaos coral consumes the foe. They only attack with their bite if cornered, and it is difficult to corner a coral slaadi in Limbo.

Chaos Coral (Ex): Whenever a coral slaad hits an opponent with its slam attack, that opponent must make a Fortitude save (DC 19) or be infected with the chaos coral that grows on the slaad’s body. The coral spreads rapidly using calcium from the victim’s bones, dealing 1d8 points of Dexterity drain each round as it grows. A creature reduced to 0 Dexterity is dead, and cannot be raised or resurrected until the chaos coral is destroyed. The chaos coral can be stopped and destroyed only by acid; one point of acid damage needs to be dealt to the creature infected for every point of Dexterity lost to the chaos coral. The save DC is Constitution based.

Spell-like Abilities: At will- entropic shield, passwall, protection from law 1/day- haste Caster level 12th.

Summon Slaad (Sp): Once per day, a coral slaad may summon 1-2 red slaadi with a 50% chance of success. This is the equivalent of a 5th level spell.
 
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demiurge1138

Inventor of Super-Toast
Well, Leopold, I am taking submissions, as well as requests...

Life Slaad
Medium Outsider (Chaos, Extraplanar, Good)

Hit Dice: 15d8+75 (142 hp)
Initiative: +10
Speed: 30ft (6 squares)
Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22
Base Attack/Grapple: +15/+18
Attack: Slam +18 melee (2d4+3)
Full Attack: 2 slams +18 melee (2d4+3), bite +16 melee (2d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Gaze of wrath, spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60ft, DR 10/lawful, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, telepathy 100ft
Saves: Fort +14, Ref +15, Will +13
Abilities: Str 16, Dex 23, Con 21, Int 20, Wis 18, Cha 20
Skills: Climb +21, Concentration +23, Escape Artist +24, Hide +24, Intimidate +23, Jump +23, Knowledge (arcana) +23, Listen +22, Move Silently +24, Search +23, Spot +22, Survival +22 (+24 when tracking), Tumble +26
Feats: Empower Spell-like Ability (cure critical wounds), Improved Initiative, Multiattack, Pervasive Gaze, Power Attack, item creation feat (any one)
Environment: Ever-Changing Chaos of Limbo, Heroic Domains of Ysgard
Organization: Solitary
Challenge Rating: 13
Treasure: Double standard
Alignment: Usually chaotic good
Advancement: 16-22 HD (Medium-sized), 23-45 HD (Large)

Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a pale dappled gray, and its fingers are long and padded. It stands as tall as a human.

Everybody with a minor knowledge of slaadi knows that when a gray slaad undergoes a mysterious ritual after at least a century of life, they emerge as a death slaad, one of the craftiest and cruelest slaadi. Few know that all gray slaadi conduct this ritual at the same place- an area of Limbo where the Negative Energy Plane has seeped through. Fewer still (excepting the gray slaadi) know where this seepage is. Fewer still know that sometimes, a gray slaad will get lost.

The life slaad is the resultant of a gray slaad accidentally conducting the Ritual of Ascension in an area of Limbo touched by the Positive Energy Plane. As such, the life slaadi surge with this energy, and they can channel it into potent healing spells. Like their death slaadi brethren, they have been tainted from pure chaos. Unlike the death slaadi, though, they have been tainted with goodness instead of evil.

Life slaadi are still haughty, arrogant and disrespectful of authority (except their own, of course), but they are surprisingly kind and not wantonly destructive. They heal the sick and wounded for no other reason than charity, and have been known to act as guides and aides for planar adventurers for only a small fee. Understandably, they are despised by the death slaadi, and thus are rare. Many of them have emigrated to Ysgard, where they act as medics for the eternally battling soldiers there. Life slaadi speak Common, Slaadi and Celestial.

Combat
Life slaadi prefer to avoid combat, but if confronted by evil outsiders (such as the hated death slaadi) or threatened, they retaliate with deadly force. They use their gaze of wrath to scatter and demoralize foes, and then use their spell-like abilities. Life slaadi often wield magic weapons such as maces and quarterstaffs, especially when in human guise.

Change Shape (Su): A life slaad can assume any humanoid form as a standard action. In humanoid form, a life slaad cannot use its natural weapons. A life slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a life slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Gaze of Wrath (Su): When angered or threatened, a life slaad can activate its gaze attack as a free action, and can also deactivate it at will as a free action. All creatures within 30 feet must make a Will save (DC 22) or cower in fear for 1d4+1 rounds, losing all actions and their Dexterity modifier to AC, as well as taking a –2 to AC. This is a mind-influencing effect. The life slaad can determine which, if any, creatures in range are not affected. The save DC is Charisma based.

Spell-like Abilities: At will- animate objects, chaos hammer(DC 19), cure critical wounds, detect magic, dispel law (DC 20), fly, identify, invisibility, magic circle against law, neutralize poison, prayer, remove disease, see invisibility, shatter (DC 17); 3/day- cloak of chaos (DC 23), undeath to death (DC 21), word of chaos (DC 22); 1/day- blade barrier, heal, whirlwind Caster level 15th. The save DCs are Charisma-based.

Summon Slaad (Sp): Twice per day, a life slaad may summon 1-2 red or blue slaad with a 60% chance of success or 1-2 green slaad with a 40% chance of success. This is the equivalent of a 6th level spell.

Feats: The Pervasive Gaze feat reduces the chance that a creature averting its eyes does not need to make a saving throw to 20%.
 
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demiurge1138

Inventor of Super-Toast
Leopold said:
Psionic slaad? A lawful Neutral Slaad (yes they are chaotic but why not?) with armor and such, yellow slaad?

Yellow slaadi are in the works. A psionic slaad would be interesting, and I have little more than a concept for the yellow, so...

Also, the LN slaad has been done, in issue 30x (it might have been 307, I'm not sure). They were big, almost crocodilian things allied with the githzerai.

Demiurge out.
 

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