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Slaad-a-palooza!


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demiurge1138

Inventor of Super-Toast
All in good time, Leopold. All in good time. For one thing, I need to create all of them first. And doesn't it strike you even in the slightest that you are requesting a heirarchy for beings of pure chaos?

Demiurge out.
 


Leopold

NKL4LYFE
demiurge1138 said:
All in good time, Leopold. All in good time. For one thing, I need to create all of them first. And doesn't it strike you even in the slightest that you are requesting a heirarchy for beings of pure chaos?

Demiurge out.


more like a pecking order good chap. Even an evolutionary chart would be acceptable. <X color> Slaad turns into <Y Color> slaad. Like an org chart.
 

demiurge1138

Inventor of Super-Toast
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.
 

the Jester

Legend
All righty, then...

Cool thread. Though I've posted this fella before, here he is again...


[color=AA2289]Singing Slaad[/color]
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +2 (dex)
Speed: 30’
AC: 17 (-1 size, +2 dex, +6 natural)
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4), bite +8 melee (2d6+2)
Damage: Claw 1d6+4, bite 2d6+2
Space/Reach: 5’x5’/10’
Special Attacks: Slaad music, spell-like abilities, summon salad
Special Qualities: Resistances, DR15/+1, fast healing 5
Saves: Fort +7, Ref +7, Will +5
Abilities: Str19, Dex14, Con15, Int15, Wis10, Cha16
Skills: Bluff +13, Climb +14, Diplomacy +13, Jump +15, Listen +10, Perform +16, Spot +10
Feats: Dodge, Multiattack, Skill Focus (perform)
Environment: Any land or underground (Limbo)
Organization: Solitary or gang (1 plus 2-4 other slaadi of any type)
Challenge Rating: 6
Treasure: Standard (items only)
Alignment: Always chaotic neutral
Advancement Range: 8-10 HD (large); 11-21 HD (huge)

You see a towering pale frog-like humanoid creature, with great bulbous eyes and a huge throat sac. It wears some of the most garish and outlandish clothing that you've ever seen. Its skin seems to be a very light pinkish color, with distended orange warts and a greenish throat sac that expands with a loud RUUUHH noise.

Singing slaadi are the bards of their kind, dressing outrageously and constantly making themselves a nuisance. They love to observe battles and contests, telling tall tales and playing practical jokes. Well aware that they can survive most mortal reprisals due to their fast healing ability, singing slaadi sometimes hang around groups of adventurers, attracting monsters with all their noise, generally being a nuisance until driven off.

Combat: A singing slaad prefers to avoid combat when possible, running off or summoning aid instead. When pressed, however, a singing slaad is dangerous in melee. Its claws and bite are of terrific power.

Slaad Music (Ex or Su): A Singing slaad can use any bardic music ability as a bard of its hit dice. An advanced or leveled singing slaad will virtually always have its perform ranks maxed out, but a slaad’s idea of music is very different from a human’s and is very chaotic. Some preferred singing slaad performance types include yelling, gibberish, hand gestures, ululating, howling, stomping and breaking things.

Spell-Like Abilities (Sp): At will- Shout, Sound Burst, Ventriloquism; 2/day- Sculpt Sound, Wail of Doom; 1/day- Fanfare. [Note: Some of these are found in Song and Silence.]

Summon Slaad (Sp): Once per day a singing slaad can attempt to summon a red (1-2), blue (3-4) or green (5-6) slaad with a 35% chance of success.

Resistances (Ex): Singing slaadi have acid, cold, electricity, fire and sonic resistance 5.
 


demiurge1138

Inventor of Super-Toast
That's really cool, Jester. I was wondering if anybody else would contribute. And now for something completely different...

Fluid Slaad
Small Outsider (Aquatic, Chaos, Extraplanar, Water)

Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 30ft (6 squares), swim 90ft
Armor Class: 19 (+1 size, +2 Dex, +6 natural), touch 13, flat-footed 17
Base Attack/Grapple: +5/+4
Attacks: Bite +9 melee (1d8+3 plus waterlog)
Damage: Bite +9 melee (1d8+3 plus waterlog), 2 claws +7 melee (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Waterlog, water mastery
Special Qualities: Amphibious, darkvision 60ft, fast healing 1, immunity to sonic, resistance to acid 5, cold 5, electricity 5, fire 5
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 16, Dex 14, Con 15, Int 5, Wis 16, Cha 11
Skills: Hide +14, Listen +11, Move Silently +10, Spot +11, Swim +19
Feats: Ability Focus (waterlog) (B), Iron Will, Multiattack
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 creature looks like an oversized bipedal tadpole about the size of a dog, except that it is made out of water. Despite its apparently amorphous form, it does have a definite anatomy: one marked with very large teeth and jagged claws. Its green eyes glow with an alien cunning, and it has feathery gills that pulse slightly as it moves.

Fluid slaadi live in the balls of water that spontaneously form in Limbo, or so-called “chaos lakes”, which are stabilized pools of water floating throughout the plane. Like most other elemental slaadi, they are barely intelligent and highly feral, and attack any creatures that try to approach, other than other fluid slaadi.

Fluid slaadi speak broken Slaadi, but they are highly stubborn and don’t talk to anything they don’t consider a meal (i.e. almost everything).

Combat
Fluid slaadi attack from ambush and fight until slain. They are very clever strategists, and try to flank opponents whenever possible. They usually wait until creatures have actually entered their waterholes before they attack, so as to best exploit their speed and water-based powers.

Waterlog (Su): The greatest power of the fluid slaadi, as well as the most grotesque, is their ability to infuse targets of their bites with the water they are made of. Any foe bitten by a fluid slaad must make a Fortitude save (DC 16) or take 1d6 points of Strength and Dexterity damage as they swell with liquid. A creature who has an ability score reduced to 0 in this fashion bursts, dying instantly. The save DC is Constitution based.

Water Mastery (Su): A fluid slaad gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If either the opponent or the slaad are touching the ground, the slaad takes a –4 penalty on attack and damage rolls. These modifiers are not included in the statistics block.

Skills: A fluid slaad has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Fluid slaadi gain a +8 racial bonus to all Hide checks made underwater.

Demiurge out.
 

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