That's about what I figured.
Next up, the first of the four elemental slaadi, as requested by Leopold.
Flame Slaad
Small Outsider (Chaos, Extraplanar, Fire)
Hit Dice: 5d8+10 (32 hp)
Initiative: +7
Speed: 60ft (12 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +5/+3
Attack: Bite +9 melee (1d4 plus 1d6 fire) or 2 firedarts +9 ranged (1d3 /19-20 plus 1d6 fire)
Full Attack: Bite +9 melee (1d4+2 plus 1d6 fire) or 2 firedarts +9 ranged (1d3/19-20 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Burn, firedart
Special Qualities: Darkvision 60ft, fast healing 1, immunity to fire and sonic, resistance to acid 5, cold 5 and electricity 5, vulnerability to cold
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 16, Wis 5, Cha 10
Skills: Climb +10, Diplomacy +8, Escape Artist +11, Knowledge (arcana) +11, Knowledge (planes) +11, Jump +10, Listen +5, Move Silently +11, Search +11, Spot +5, Tumble +11
Feats: Improved Initiative, Point Blank Shot, Weapon Finesse (B)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair or mob (3-7)
Challenge Rating: 4
Treasure: Half standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Small), 11-15 HD (Medium-size)
This strange humanoid toad-like creature stands about as tall as a halfling, and is slender and graceful. Its body is shrouded in multicolored fire, and a tongue of flame flickers from its perpetually grinning mouth. Their hands are shaped to be useful, but the fingers twist in odd directions, revealing palms with jutting spines growing from them.
Flame slaadi are nimble, quick beings who frolic in the balls of fire that spontaneously form and are destroyed on the plane of Limbo. Since these balls rarely last long, most of them are nomadic to the extreme, although some have been known to settle down if they are lucky enough to escape onto the Elemental Plane of Fire.
Flame slaadi are remarkably intelligent creatures, especially for slaadi, who are for the most part rather dense. Their skulls almost swell with knowledge, and they are quick with information; so much so that they are used as resources even by some death slaadi. Their intellect, however, is mitigated by a very innocent, child-like nature that borders on the insensible. Flame slaadi are among the most social of slaadi.
Flame slaadi speak Slaadi, Ignan and Draconic, and are very talkative.
Combat
Flame slaadi are not terribly combative, an odd trait for the slaad races, but they are dangerous when riled. In battle, they use their firedarts to hit enemies from a distance, and set aflame anything that comes within reach.
Burn (Ex): Any creature hit by a flame slaad’s bite attack must make a Reflex save (DC 14) or catch on fire. The fire burns for 1d4 rounds, and deals 1d6 points of fire damage per round. A burning creature can take a move action to put out the flame. Creatures hitting the flame slaad with natural weapons or unarmed attacks take fire damage as if hit by the flame slaad’s attack, and also catch on fire unless they succeed on a Reflex save. The save DC is Constitution based.
Firedart (Ex): As a attack action, a flame slaad may fire two flaming missiles from the palms of its hands. This attack has a range of 100 feet with no range increment. Creatures hit by firedarts take fire damage as it they had been hit by the slaad’s bite attack and must succeed Reflex saves to avoid catching on fire (see above).
Demiurge out.