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Yellow Slaad
Medium-sized Outsider (Chaos, Evil, Extraplanar)
Hit Dice: 13d8+104 (162 hp)
Initiative: +1
Speed: 30ft in full plate (6 squares), 40ft base speed (8 squares)
Armor Class: 27 (+1 Dex, +9 full plate +1, +7 natural), touch 11, flat-footed 26
Base Attack/Grapple: +13/+19
Attack: Claw +19 melee (1d8+6 plus disease) or touch +19 melee touch (rapid incubation)
Full Attack: 3 claws +19 melee (1d8+6 plus disease) or touch +19 melee touch (rapid incubation)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, disease, infectious domination, rapid incubation, spell-like abilities, stench
Special Qualities: Blindsight 120ft, DR 10/good or lawful, fast healing 5, immunity to disease, poison and sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, scent, telepathy 100ft
Saves: Fort +16, Ref +9, Will +9
Abilities: Str 22, Dex 12, Con 27, Int 10, Wis 13, Cha 18
Skills: Climb +22 (+16 with ACP), Concentration +24, Jump +25 (+19 with ACP), Intimidate +20, Listen +27, Search +16, Sense Motive +17, Survival +17 (+19 when tracking)
Feats: Ability Focus (disease), Diehard, Endurance, Power Attack, Skill Focus (Jump)
Environment: Windswept Depths of Pandemonium
Organization: Solitary, plus 1d4 thralls (dominated 10th level NPCs) and/or 1d4 bodaks
Challenge Rating: 15
Treasure: Standard, plus +1 full plate
Alignment: Usually chaotic evil
Advancement: 14-20 HD (Medium-sized), 21-39 HD (Large)
This foul creature might have once resembled a humanoid toad the size of a particularly fat man, but its features are obscured by a ornate suit of armor, massive warts and boils, and dripping pus. It is sickly yellow in color, and its eyes are permanently sealed by scaly growths. A third, twisted arm grows from between its shoulders.
The yellow slaadi are the foulest and most malign of all the slaad races, hated even by death slaadi. They are created when a green slaad succumbs to the disease spread by blue slaadi. Although it is rumored that a yellow Slaad Lord lives on Limbo and bestows newly created yellow slaadi with their armor, almost all yellow slaadi live in Pandemonium, where they waylay travelers in order to spread misery and disease. Due to their exile, they are the only slaadi incapable of summoning more of their kind. Their eyes covered by cysts, they rely on their incredible senses of hearing and smell to navigate and find prey; even the winds of Pandemonium do not obscure their hearing. Yellow slaadi speak Slaad, but prefer to communicate telepathically.
Combat
Yellow slaadi fight solely to spread pain and gain thralls. In combat, they focus on infecting as many opponents as possible, then using their rapid incubation ability to bring their effects to the surface. Once they infect a particularly strong individual or a magic user, they use their domination ability to gain a new slave. If severely pressed, they will flee using their spell-like abilities.
Blindsight (Ex): A yellow slaad can sense all foes within 120 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Yellow slaadi are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as incense or stinking cloud). Negating a yellow slaad’s sense of smell or hearing reduces this ability to normal Blind-fight (as the feat). Negating both causes the yellow slaad to be effectively blinded.
Breath Weapon (Su): Three times per day, but no more than once every 1d4+1 rounds, the yellow slaad may breath a 30ft cone of corrosion and pestilence. Every creature within the area must make a Reflex save (DC 24) or take 10d6 points of acid damage. Any creature that fails the Reflex save must make a Fortitude save (DC 26) or be infected by the yellow slaad’s disease (see below). The save DC is Constitution based.
Disease (Su): Superior slaad fever; supernatural disease- claw, Fortitude DC 26, incubation period 1 hour, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
Unlike a normal disease, superior slaad fever continues until one of the infected creature’s ability scores becomes 0, when the creature dies. A creature brought to 0 Charisma immediately transforms into a bodak (if the victim is not a slaad) or a yellow slaad (if the victim is a slaad). Only magical healing will save the afflicted character.
Any living creature touched by an infected character must make a Fortitude save (DC 26) or be infected by superior slaad fever as well.
Infectious Domination (Su): As a standard action, a yellow slaad can dominate any creature within 100ft currently suffering from the effects of its disease once per day. If the subject fails a Will save (DC 20), it is affected as per a dominate person spell, except that its duration is 1 year. Even creatures not subject to dominate person are susceptible to this ability. Note that the creature will continue to take damage from the disease- a thrall will certainly die unless cured by the yellow slaad (which rarely happens).
Rapid Incubation (Su): Any creature hit by the touch attack of a yellow slaad has every disease in their body divide and grow at an accelerated rate. The character must make Fortitude saves at the DCs of the normal disease or take the damage this disease deals daily, even if they have already taken damage from the disease that day. If the character has a disease that is still incubating (such as the yellow slaad’s disease), the victim must make a saving throw against that DC or suffer the effects of that disease.
Spell-like Abilities: At will- chaos hammer (DC 18), expeditious retreat, jump, poison (DC 18), protection from law, telekinesis (DC 19) 1/day- cloak of chaos (DC 22), remove disease, word of chaos (DC 21) Caster level 13th. The save DCs are Charisma-based.
Stench (Ex): At will as a free action, a yellow slaad can release a horrific stench. All living creatures within 30ft of the yellow slaad must make a Fortitude save (DC 24) or be nauseated for 1d6 rounds. Creatures that make their save are merely sickened for 1d6 rounds. The save DC is Constitution based. Creatures that make their saves are immune to the stench of that yellow slaad for 24 hours. A neutralize poison spell removes the effect from a nauseated or sickened creature. Creatures immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: Yellow slaadi have a +10 racial bonus to all Listen checks, and can hear normally (including their blind-sight ability) in any wind, even the howling winds of Pandemonium.
Demiurge out.