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The Explicatae Incompositae - Being A Bestairy of the Sometime Lords of Chaos
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<blockquote data-quote="Celebrim" data-source="post: 3427613" data-attributes="member: 4937"><p><span style="font-size: 15px"><strong>Pachyderm Slaad</strong></span></p><p><strong>Large Outsider (Chaotic, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 14d8+98 (161 hp)</p><p><strong>Initiative:</strong> +8 (+4 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Armor Class:</strong> 29 (Size -1, +4 Dex, +16 Natural) Touch 13, Flatfooted 25</p><p><strong>Base Attack/Grapple:</strong> +14/+25</p><p><strong>Attack:</strong> 1 Claw +20 melee (3d6+7)</p><p><strong>Full Attack:</strong> 2 Claw +20 melee (3d6+7), 1 bite +18 melee (2d10+3), 1 gore +18 melee (2d10+3), 1 trunk slam +18 melee (1d10+3)</p><p><strong>Space/Reach:</strong> 5 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, summon slaad, trumpet</p><p><strong>Special Qualities:</strong> Damage Resistance 10/lawful, darkvision (60’), fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 25</p><p><strong>Saves:</strong> Fort +16, Reflex +13, Will +12</p><p><strong>Abilities:</strong> Str 25, Dex 19, Con 25, Int 20, Wis 16, Cha 18</p><p><strong>Skills:</strong> Bluff +21, Concentration +16, Diplomacy +14, Disguise +16, Hide +17, Intimidate +22, Knowledge (Planes) +22, Listen +20, Move Silently +21, Perform +14, Search +22, Sense Motive +20, Spellcraft +17, Spot +20, Tumble +21</p><p><strong>Feats:</strong> Dodge, improved initiative, mobility, multi-attack, power attack</p><p><strong>Environment:</strong> Ever-Changing Chaos of Limbo</p><p><strong>Organization:</strong> Solitary, Pair, Gang (3-5), Council (6-10)</p><p><strong>Challenge Rating:</strong> 14</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always Chaotic Neutral</p><p><strong>Advancement:</strong> 15-20 (Large), 21-28 (Huge)</p><p></p><p>In appearance, Pachyderm slaad appear to be a humanoid that is the mostly ungainly and horrifying cross of an elephant, a hippo and a rhino. The face of a Pachyderm slaad appears quite stuffed with huge oversized features. A wide jutting jaw, massive overhanging nasal trunk, enormous ears, long tusks and great horns overshadow its deeply recessed eyes. The body of a Pachyderm slaad is covered in a heavy layer of loose fitting hide which gives it the appearance almost of wearing armor plates. Despite this appearance, a Pachyderm slaad is surprisingly light on its feat and quite graceful in a massive sort of way. The skin color of a Pachyderm slaad is a dark purple that lightens to mauves and pinks on its front side. They are fond of wearing long capes, flowing ropes, and incredibly wide brimmed hats in dark neutral colors. A pachyderm slaad stands roughly 11’ tall and weighs just over 1700 lbs. </p><p></p><p>The Pachyderm slaad cult draws from some of the eldest and most experienced grey slaad. Pachyderm slaad believe that the slaad race and indeed all of Limbo is in the grip of a sinister conspiracy that is secretly in the service of the forces of law and order. These so-called ‘Lords’ and ‘Masters’ must first be defeated before there can be any real freedom, growth, and individuality in the universe. To this end, the pachyderm slaad are continually scheming as to how that they might overthrow the Slaad Lords – though in practice scheming is about as far as their schemes ever get. Nonetheless, each pachyderm slaad styles itself a romantic and dashing figure heroically resisting the tyrannical Slaad Lords, and imagines that his every experience is somehow the result of personally directed machinations by the Slaad Lords to thwart his every move. </p><p></p><p>Pachyderm slaad form small secret societies with names like ‘The People’s Revolutionary Anarcho-Cynicalist Front’, ‘The Proletariat Liberation Army’, and ‘Dancing Paper-Mache Clowns for Freedom’. These secret societies are supposedly dedicated to motivating the slaad to over throw the Slaad Lords, but in practice they spend more time in sybaritic pursuit and bickering with one another over philosophical details than on any other activities. </p><p></p><p><span style="font-size: 15px">Combat</span></p><p>A pachyderm slaad will only fight a combat on its own terms. If the odds are not heavily in its favor it flees, using its powers of obfuscation, disguise, and the ability to create a <em>wall of iron</em> to ensure its escape. When well prepared for battle with its vast array of potent defences, a pachyderm slaad is most fearsome foe. A pachyderm slaad prefers to fight at close range and in somewhat of a confined space where it can use its great strength, iron body, and greater magic fang to their fullest effect. At range, a pachyderm slaad is seriously disadvantaged and forced to rely only on its ability to cast chaos hammer and magic missile. </p><p><strong>Spell-like Abilities:</strong> At will – Alter self, animate objects, chaos hammer (DC 18), detect magic, detect thoughts (DC 16), dispel law, fly, fog cloud, greater magic fang, identify, invisibility, illusory script, magic circle against law, magic missile, persistent image (DC 18), locate object, see invisible, shatter (DC 16), whispering wind; 2/day cloak of chaos (DC 22), iron body, globe of invulnerability, greater dispelling, mass suggestion (DC 20), mirage arcane, wall of iron, word of chaos (DC 25). Caster level 16th. The save DC’s are charisma based.</p><p><strong>Change Shape (Su):</strong> As a standard action, a pachyderm slaad can shapechange into the form of any humanoid or any other lesser or rogue slaad provided that the form assumed has no more hit dice than the pachyderm slaad. </p><p><strong>Trumpet (Su):</strong> As a standard action, a pachyderm slaad can let forth a great blast of sound from its great elephantine trunk. The effect of this is as an empowered shout spell (DC 21). After letting forth such a blast, the pachyderm slaad must wait 1d4 rounds before trumpeting again. This is constitution based ability.</p><p><strong>Summon Slaad (Sp):</strong> Twice per day a pachyderm slaad can attempt to summon 1-2 red or blue slaad with a 70% chance of success, or one pachyderm slaad with a 30% chance of success. This ability is the equivalent of a 6th level spell.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3427613, member: 4937"] [SIZE=4][B]Pachyderm Slaad[/B][/SIZE] [B]Large Outsider (Chaotic, Extraplanar)[/B] [B]Hit Dice:[/B] 14d8+98 (161 hp) [B]Initiative:[/B] +8 (+4 Dex, +4 Improved Initiative) [B]Speed:[/B] 30 ft [B]Armor Class:[/B] 29 (Size -1, +4 Dex, +16 Natural) Touch 13, Flatfooted 25 [B]Base Attack/Grapple:[/B] +14/+25 [B]Attack:[/B] 1 Claw +20 melee (3d6+7) [B]Full Attack:[/B] 2 Claw +20 melee (3d6+7), 1 bite +18 melee (2d10+3), 1 gore +18 melee (2d10+3), 1 trunk slam +18 melee (1d10+3) [B]Space/Reach:[/B] 5 ft./10 ft. [B]Special Attacks:[/B] Spell-like abilities, summon slaad, trumpet [B]Special Qualities:[/B] Damage Resistance 10/lawful, darkvision (60’), fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, spell resistance 25 [B]Saves:[/B] Fort +16, Reflex +13, Will +12 [B]Abilities:[/B] Str 25, Dex 19, Con 25, Int 20, Wis 16, Cha 18 [B]Skills:[/B] Bluff +21, Concentration +16, Diplomacy +14, Disguise +16, Hide +17, Intimidate +22, Knowledge (Planes) +22, Listen +20, Move Silently +21, Perform +14, Search +22, Sense Motive +20, Spellcraft +17, Spot +20, Tumble +21 [B]Feats:[/B] Dodge, improved initiative, mobility, multi-attack, power attack [B]Environment:[/B] Ever-Changing Chaos of Limbo [B]Organization:[/B] Solitary, Pair, Gang (3-5), Council (6-10) [B]Challenge Rating:[/B] 14 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always Chaotic Neutral [B]Advancement:[/B] 15-20 (Large), 21-28 (Huge) In appearance, Pachyderm slaad appear to be a humanoid that is the mostly ungainly and horrifying cross of an elephant, a hippo and a rhino. The face of a Pachyderm slaad appears quite stuffed with huge oversized features. A wide jutting jaw, massive overhanging nasal trunk, enormous ears, long tusks and great horns overshadow its deeply recessed eyes. The body of a Pachyderm slaad is covered in a heavy layer of loose fitting hide which gives it the appearance almost of wearing armor plates. Despite this appearance, a Pachyderm slaad is surprisingly light on its feat and quite graceful in a massive sort of way. The skin color of a Pachyderm slaad is a dark purple that lightens to mauves and pinks on its front side. They are fond of wearing long capes, flowing ropes, and incredibly wide brimmed hats in dark neutral colors. A pachyderm slaad stands roughly 11’ tall and weighs just over 1700 lbs. The Pachyderm slaad cult draws from some of the eldest and most experienced grey slaad. Pachyderm slaad believe that the slaad race and indeed all of Limbo is in the grip of a sinister conspiracy that is secretly in the service of the forces of law and order. These so-called ‘Lords’ and ‘Masters’ must first be defeated before there can be any real freedom, growth, and individuality in the universe. To this end, the pachyderm slaad are continually scheming as to how that they might overthrow the Slaad Lords – though in practice scheming is about as far as their schemes ever get. Nonetheless, each pachyderm slaad styles itself a romantic and dashing figure heroically resisting the tyrannical Slaad Lords, and imagines that his every experience is somehow the result of personally directed machinations by the Slaad Lords to thwart his every move. Pachyderm slaad form small secret societies with names like ‘The People’s Revolutionary Anarcho-Cynicalist Front’, ‘The Proletariat Liberation Army’, and ‘Dancing Paper-Mache Clowns for Freedom’. These secret societies are supposedly dedicated to motivating the slaad to over throw the Slaad Lords, but in practice they spend more time in sybaritic pursuit and bickering with one another over philosophical details than on any other activities. [SIZE=4]Combat[/SIZE] A pachyderm slaad will only fight a combat on its own terms. If the odds are not heavily in its favor it flees, using its powers of obfuscation, disguise, and the ability to create a [I]wall of iron[/I] to ensure its escape. When well prepared for battle with its vast array of potent defences, a pachyderm slaad is most fearsome foe. A pachyderm slaad prefers to fight at close range and in somewhat of a confined space where it can use its great strength, iron body, and greater magic fang to their fullest effect. At range, a pachyderm slaad is seriously disadvantaged and forced to rely only on its ability to cast chaos hammer and magic missile. [B]Spell-like Abilities:[/B] At will – Alter self, animate objects, chaos hammer (DC 18), detect magic, detect thoughts (DC 16), dispel law, fly, fog cloud, greater magic fang, identify, invisibility, illusory script, magic circle against law, magic missile, persistent image (DC 18), locate object, see invisible, shatter (DC 16), whispering wind; 2/day cloak of chaos (DC 22), iron body, globe of invulnerability, greater dispelling, mass suggestion (DC 20), mirage arcane, wall of iron, word of chaos (DC 25). Caster level 16th. The save DC’s are charisma based. [B]Change Shape (Su):[/B] As a standard action, a pachyderm slaad can shapechange into the form of any humanoid or any other lesser or rogue slaad provided that the form assumed has no more hit dice than the pachyderm slaad. [B]Trumpet (Su):[/B] As a standard action, a pachyderm slaad can let forth a great blast of sound from its great elephantine trunk. The effect of this is as an empowered shout spell (DC 21). After letting forth such a blast, the pachyderm slaad must wait 1d4 rounds before trumpeting again. This is constitution based ability. [B]Summon Slaad (Sp):[/B] Twice per day a pachyderm slaad can attempt to summon 1-2 red or blue slaad with a 70% chance of success, or one pachyderm slaad with a 30% chance of success. This ability is the equivalent of a 6th level spell. [/QUOTE]
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