Red Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (2d8+5)
Full Attack: Bite +11 melee (2d8+5) and 2 claws +9 melee (1d4+2 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic,
resistance to acid 5, cold 5, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +15, hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8
Feats: Dodge, Mobility, Multiattack
Challenge Rating: 7
Alignment: Usually chaotic neutral
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg
pellet into the opponent’s body. The affected creature must succeed on a DC
16 Fortitude save to avoid implantation.
Often the slaad implants an unconscious or otherwise helpless creature (which
gets no saving throw). The egg gestates for one week before hatching into a
blue slaad that eats its way out, killing the host. Twenty-four hours before the
egg fully matures, the victim falls extremely ill (-10 to all ability scores, to a
minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC
25 Heal check. If the check fails, the healer can try again, but each attempt
(successful or not) deals 1d4 points of damage to the patient.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak.
Every creature (except slaad) within 20 feet must succeed on a DC 16 Fortitude
save or be stunned for 1d3 round.
Summon Slaad (Sp): Once per day, a red slaad can attempt to summon
another red slaad with a 40% chance of success. This ability is the equivalent
of a 3rd level spell.