Slaad-a-palooza!

demiurge1138

Inventor of Super-Toast
Leopold said:
I wouldn't mind the following slaad:
Fire
Ice
Wind
Water
Earth
Smoke
Dust
Plasma
And then do me a favor and come up with a slaadi heirarchy going from bottom peon slaad to top dawg. That'd be killer!
Hmm...
Fire, Water, Air and Earth slaadi, yes. Ice, Smoke, Dust, probably not. Those aren't terribly common elements on Limbo. A plasma slaad... something similar, perhaps...
And a slaadi "hierarchy" may very well be in order, along with other little things about slaad that aren't stats. More good fluff-stuff. Any suggestions from the floor for any of that?

Demiurge out.
 

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demiurge1138

Inventor of Super-Toast
Another day, another slaad.

Violet Slaad
Medium-sized Outsider (Chaos, Extraplanar)

Hit Dice: 18d8+108 (189 hp)
Initiative: +10
Speed: 30ft (6 squares), fly 60ft (good)
Armor Class: 30 (+6 Dex, +7 natural, +7 insight), touch 23, flat-footed 30
Base Attack/Grapple: +18/+22
Attack: Claw +22 melee (4d4+4) or +22 melee touch (spell) or +24 ranged touch (spell)
Full Attack: 2 claws +22 melee (4d4+4) or +22 melee touch (spell) or +24 ranged touch (spell)
Space/Reach: 5ft/5ft
Special Attacks: Creation, decomposition, spell-like abilities, spells, stabilize Limbo, summon slaad
Special Qualities: Darkvision 60ft, DR 15/lawful, fast healing 10, immune to sonic, instinctual defense, resistance to acid 5, cold 5, electricity 5 and fire 5, uncanny dodge
Saves: Fort +17, Ref +17, Will +18
Abilities: Str 19, Dex 22, Con 22, Int 20, Wis 24, Cha 24
Skills: Appraise +26, Bluff +28, Concentration +27 (+31 for casting defensively), Diplomacy +11, Hide +27, Knowledge (arcana, planes) +26, Intimidate +30, Listen +28, Move Silently +27, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +28 (+30 when tracking, +30 on other planes, +32 when tracking on other planes)
Feats: Augment Summoning, Combat Casting, Dodge, Extend Spell, Improved Initiative, Mobility, Spell Focus (conjuration)
Environment: Ever-Shifting Chaos of Limbo
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 19-27 HD (Medium-sized), 28-54 HD (Large)

This creature is a frog-like humanoid, with smooth violet skin and with lean, nearly elven, features. Its fingers are long and thin and tipped with barbed talons. It stands about a head taller than a man. On its back are four wings, each seemingly formed of a thin membrane stretched between two tentacles.

Violet slaadi are the rarest of the slaad races; only 500 of them are known to exist, although there are rumors of more. The reason for this rarity is the deep jealousy felt between the death slaadi and the violet slaadi, for all violet slaadi are anarchs; beings able to permanently create matter out of the fabric of Limbo. As such, the death slaadi have ruthlessly hunted down the violet slaadi, until only a tiny number of them exist. Most of them are understandably reclusive, avoiding contact with other lifeforms and spending their time perfecting their “art” of matter creation.
Violet slaadi speak Slaad, Common, Celestial, Abyssal and Draconic, and use their tongues ability to speak in other languages.

Combat
Violet slaadi avoid combat if possible, but are dangerous if provoked. They attack using their spells if possible, resorting to their natural weaponry only if cornered. They reserve their decomposition ability for the fiercest of opponents.

Creation (Su): Three times per day, a violet slaad can spend one minute concentrating (as if casting a spell with a duration of one minute) and create up to 300 cubic feet of non-living matter. This matter is permanent on Limbo, but vanishes if brought off plane. Alternatively, they can create up to 100 cubic feet of living plant matter, or any creature with a Challenge Rating of 5 or less. Creatures created in this fashion always have the anarchic template (see Manual of the Planes).

Decomposition (Su): Once per day the violet slaad may make a touch attack in order to utterly destroy an opponent. An opponent touched must make a Fortitude save (DC 26) or be killed and reduced to their basic components (a few gases, a pile of dust, and water in most cases). A creature killed in this fashion may not be raised, resurrected or reincarnated; only a wish or miracle spell may bring them back to life, and even such potent magic has a 50% chance of failure.

Instinctual Defense (Ex): A violet slaad gains their Wisdom bonus as an insight bonus to Armor Class.

Spell-like Abilities: At will- chaos hammer(DC 21), detect thoughts (DC 19), dispel law (DC 22), finger of death (DC 24), fireball (DC 20), identify, magic circle against law, passwall, see invisibility, telekinesis (DC 22), tongues 3/day- animate objects, cloak of chaos (DC 25), great shout (DC 25), word of chaos (DC 24) 1/day- power word (blind) Caster level 18th. The save DCs are Charisma based.

Spells: A violet slaad casts spells as a 16th level sorcerer.
Typical Sorcerer Spells Known (9/5/5/4/4/4/3/2/1, save DC 17+ spell level [18+ spell level for conjurations])
0- acid splash, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue. 1- grease, mage armor, magic missile, shield, true strike 2- bear’s endurance, fog cloud, Melf’s acid arrow, mirror image, web 3- displacement, haste, ray of exhaustion, suggestion 4- confusion, dimension door, Evard’s black tentacles, phantasmal killer 5- baleful polymorph, cloudkill, major creation, prying eyes 6- acid fog, greater dispel magic, mislead, true seeing 7- greater arcane sight, plane shift 8- maze

Stabilize Limbo (Su): As a free action at will once per round, a violet slaad can control a spherical section of Limbo with a 30ft radius. Usually, this takes the form of a platform of earth with an atmosphere of air, but it can change this to create, for example, a ball of fire with a small pocket of air and earth in the center. See pages 93-94 of The Manual of the Planes for more information on controlled and stabilized Limbo.

Summon Slaad (Sp): Twice per day, a violet slaad can automatically summon 2 gray slaadi, 2-4 coral or green slaadi, or 3-5 red or blue slaadi. This is the equivalent of an 8th level spell.

Uncanny Dodge (Ex): A violet slaadi retains its Dexterity modifier to Armor Class even if it is caught flat-footed or struck by an invisible attacker. Violet slaadi cannot be flanked, and cannot be sneak attacked by a flanking rogue unless that rogue is at least 22nd level.

Feats: The Augment Summoning feat applies to any slaadi the violet slaad summons using its summon slaad ability.

Demiurge out.
 




demiurge1138

Inventor of Super-Toast
Alright, here we go.
Good job, Pants, on catching Jefrotuul. I'll be posting his stats eventually. IE after my party's fought him.

The redundancy of slaadi "hierarchy" is why i put quotes on it in the first place. And the coral slaad was my orange slaad (after all, the brown slaad is a mud slaad, and coral sounds more exotic).

All right, so a gold slaad will be on the table. As will the elemental slaadi, and some more fluff. Hmm... might take a while.

Demiurge out.
 

Good call. "Orange" sounds laconic and non-intimidating, and it doesn't have any verbose synonyms like purple does. Except for "Tangerine", but "Tangerine Slaadi" sounds like the title of a classic rock song or arthouse movie.

No offense to classic rock or arthouse movies, which together dominate about half my life.

Ah, crap. I'm prattling, aren't I?

How about Half-Slaadi? Or was there already something like that at one time?
 

demiurge1138

Inventor of Super-Toast
Actually, I did contemplate calling them tangerine slaadi for a while.
And um... well, I already did half-slaadi. Not very long ago, in fact. And look! Here it is again! Reposted for your, the readers at home, pleasure.

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 2d8

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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demiurge1138

Inventor of Super-Toast
Yet another slaad. If there's still any interest.

Gold Slaad
Tiny Outsider (Chaos, Extraplanar)

Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 20ft
Armor Class: 22 (+2 size, +2 Dexterity, +8 natural), touch 14, flat-footed 20
Base Attack/Grapple: +11/+20
Attack: Bite +18 melee (1d4+7 plus attach)
Full Attack: Bite +18 melee (1d4+7 plus attach)
Space/Reach: 2-1/2 ft/0 ft
Special Attacks: Attach, spell-like abilities, spirit drain, summon slaad
Special Qualities: Darkvision 60ft, fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 20, Dex 14, Con 19, Int 17, Wis 13, Cha 13
Skills: Climb +19, Concentration +18, Escape Artist +16, Hide +24, Jump +19, Listen +15, Move Silently +16, Search +17, Sense Motive +15, Spot +15, Tumble +16
Feats: Dodge, Improved Initiative, Mobility, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 12-18 HD (Tiny), 19-33 HD (Small)

This small, toad-like humanoid is little more than a foot tall, but its entire body ripples with muscles. It has six insectile legs in place of a normal lower body. Its lower jaw juts from its face like that of a bulldog, and it has jagged fangs. Unlike the warty skin of most slaadi, this creature is covered in small scales the color of burnished gold.

Gold slaadi are the smallest of the slaadi,not counting the individuals in a silver slaad swarm, but are surprisingly strong. They serve an unusual purpose in Limbo; create more chaos-stuff by draining the souls of non-slaadi.

A gold slaad stands about a foot and a half tall, but is very heavy, weighing almost 70 pounds. They prowl the more heavily trafficked areas of Limbo, such as the boundaries of githzerai cities and near portals. As they prey on travelers there, they are hated by all non-slaadi, and are hunted indiscriminately. Githzerai zerths pay large bounties on gold slaad heads.

Gold slaadi speak only Slaadi.

Combat
Gold slaadi are masters of ambush, and will never attack from the open if they can help it. They are clever enough to attack unarmored opponents, and often go after spellcasters. Once they bite a foe, they latch on with their interlocking teeth and spidery legs, not letting go until they have drained the opponent’s soul. If severely threatened, they use their spell-like abilities to escape.

Attach (Ex): A gold slaad that hits with its bite attack latches onto an opponent’s body with its powerful jaws. An attached gold slaad loses its Dexterity bonus to AC and has an AC of 20, but holds on with great tenacity. Gold slaadi have a +12 racial bonus to grapple checks (already figured into the Base Attack/Grapple entry above).
An attached gold slaad can be struck by weapons or grappled itself. To remove an attached gold slaad through grappling, the opponent must achieve a pin against the gold slaad.

Spell-like Abilities: At will- bear’s endurance, mage armor, protection from law, shatter (DC 13) 3/day- chaos hammer (DC 15), dimension door, invisibility. Caster level 11th. The save DCs are Charisma based.

Spirit Drain (Su): An attached gold slaad deals 1d6 points of Charisma drain to any creature that has a soul. For game purposes, this renders constructs, fey, outsiders (except native outsiders), undead and any creature without an intelligence score immune to this attack in a conventional campaign setting. A creature reduced to 0 Charisma dies and is forever dead; only a miracle or wish can bring them back to life, and even this powerful magic has a 50% chance to fail.

Summon Slaad (Su): Once per day, a gold slaad can attempt to summon 2-4 mud slaad with a 50% chance of success. This is the equivalent of a 5th level spell.

Demiurge out.
 
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