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Half-Slaad Template: Response Requested

demiurge1138

Inventor of Super-Toast
Maybe if I put that in the thread title I'll actually get some feedback...
I just hope this hasn't been done before. It seems like an obvious choice, but I've never seen one.

Half-Slaad

The slaadi are a race of powerful entropic beings native to Limbo, and their magical nature allows them to breed with virtually any creature. The result of these often random unions are the half-slaadi, an unusual group that spreads chaos in all its form, both benign and harmful.

Not all half-slaadi are created through breeding, however. The slaad fever spread through the bite of the blue slaad can be cured magically, but the disease is tenacious. There is a cumulative 1% chance that a remove disease spell cast on a victim of slaad fever merely mutates the disease, and the victim becomes a half-slaad immediately (Will DC 18 negates).

Regardless of the origin of a half-slaad, they are bizarre creatures that can only be counted on to not be counted on. Half-slaadi resemble their non-slaad ancestor for the most part, though they have wide mouths, large clawed hands and warty, mottled skins with random swirls of color. Half-slaad rarely work together, unless forced to by a more powerful being of chaos, but even then alliances are fragile and tenuous.

Creating a Half-slaad

“Half-slaad” is an inherited or acquired template that can be added to any living corporeal creature with an Intelligence score and a nonlawful alignment (hereafter referred to as “the base creature”)

A half-slaad uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus or saving throws. Size is unchanged. Half-slaad are often native outsiders.

Armor Class: Natural armor improves by +2 (this stacks with any natural armor the base creature has).

Attack/Full Attack: A half-slaad has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-slaad retains this ability. A half-slaad making an attack action uses a claw, unless fighting with a weapon. A half-slaad fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it can make a bite attack as a natural secondary attack, and can also use a claw in this fashion if it has a hand free.

Damage: Half-slaadi have claw and bite attacks. If the base creature does not have these attack forms, use the damage from the table below. Otherwise use the values below or the base creature’s damage value, whichever is higher.

Size
Fine: Claw damage 1, bite damage 1d2

Diminutive: Claw damage 1d2, bite damage 1d3

Tiny: Claw damage 1d3, bite damage 1d4

Small: Claw damage 1d4, bite damage 1d6

Medium-size: Claw damage 1d6, bite damage 2d4

Large: Claw damage 1d8, bite damage 2d6

Huge: Claw damage 3d4, bite damage

Gargantuan: Claw damage 2d8, bite damage 3d8

Colossal: Claw damage 3d8, bite damage 4d8

Special Attacks: A half-slaad retains all of the special attacks of the base creature and gains the following special attack.

Smite Law (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.

Spell-like Abilities: A half-slaad with an Intelligence or Wisdom score over 8 has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; a half-slaad with 4 HD can use entropic shield as well as shatter. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma based.

HD Abilities

1-2 Entropic shield 3/day
3-4 Shatter
5-6 Chaos hammer
7-8 Telekinesis 3/day
9-10 Passwall
11-12 Word of chaos
13-14 Cloak of chaos 3/day, animate objects
15-16 Insanity
17-18 Summon Monster IX (chaotic creatures only)
19-20 Power Word: Blind

Special Qualities: A half-slaad has all of the special qualities of the base creature, plus the following special qualities:
Darkvision out to 60ft
Immunity to sonic damage
Acid, cold, electricity and fire resistance 5
Damage reduction 5/magic (if HD 11 or less) or 10/magic (if HD 12 or greater)
A half-slaad’s natural attacks act as magic weapons for the purposes of overcoming damage reduction
Spell resistance equal to creatures HD +10 (maximum 35)

Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4. In addition, roll 1d6. Add +4 to the ability score indicated by the table below
1- Strength
2- Dexterity
3- Constitution
4- Intelligence
5- Wisdom
6- Charisma
Roll another 1d6 and subtract –2 to the ability score indicated on the table above. Duplicate rolls are allowed (for an overall +2 to the relevant ability score)

Skills: A half-slaad gains skills as an outsider and has skill points equal to (8+ Int modifier) x (HD +3). Do not include Hit Dice from class levels in this equation; a half-slaad gains skill points from class levels normally. Treat skills from the base creature’s list as class skills.

CR: HD 4 or less: Base creature +1
HD 5-10: Base creature +2
HD 11 or more: Base creature +3

Alignment: Always chaotic (any)

LA: +4

Half-slaad Characters: Most half-slaadi are sorcerers, and sorcerer is their favored class. Some of them become fighters or barbarians as well. Some evil ones take levels in rogue, eventually becoming assassins.

Demiurge out
 
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Arc

First Post
Seems fairly powerful, but that's what LA +4 creatures are. The abilities are varied enough that it fits in with the 'crazy mad' Slaad style, but certainly playable.

Damn you for adding another idea to my list of character concepts that I want to play!
 



Frog Slime

First Post
That's frickin' shweet! But shouldn't the half-toad's natural attacks also count as chaotic weapons for the purpose of overcoming damage reduction?
 

demiurge1138

Inventor of Super-Toast
Frog Slime said:
That's frickin' shweet! But shouldn't the half-toad's natural attacks also count as chaotic weapons for the purpose of overcoming damage reduction?

In 3.5, the half-fill-in-the-blank outsiders have DR x/magic, so their natural weapons penetrate magic DR. I followed this pattern. Maybe, since they're considered native outsiders, they aren't as connected to their plane, so no alignment DR.

Demiurge out.
 

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