Creatures and NPCs from my Story Hour

der_kluge

Adventurer
Ok, this is complicated. Essentially, IMC, the party will meet this guy. It's a deer that was awakened. I started with donkey stats and modified them (hey, it was the closest thing, don't laugh!). Then I applied the "monster of legend" template from the MM II. Then, I applied the Animal Lord template from ToH. This is what I ended up with. It's not easy spending 380 skill points for a deer, let me tell you.

Oh, and he's also the avatar of a dead god of Law and Nature. The name of this god is Elbard, which I've stolen from a MonkeyGod module called Treasures of Elbard. In that module, Elbard is a region, not a god at all. Go figure. Anyway, here it is. Enjoy.

A few other notes: IMC, Fey is the same language as Druidic. And I made him Lawful neutral, since this god is law/nature. Most animal lords are neutral.


Code:
[b]THE WHITE STAG, AVATAR OF ELBARD
	Medium Awakened Magical Animal Lord of Legend, [Extraplanar, Law][/b]
[b]Hit Dice:[/b]	20d8+200 (290 hp)
[b]Initiative:[/b]	+12 (+8 Dex, +4 Improved Initiative)
[b]Speed:[/b]	40 ft. (8 squares)
[b]Armor Class:[/b]	25 (+8 Dex, +8 natural, +2 Insight), touch 20, flat-footed 21
[b]Base Attack/Grapple:[/b]	+10/ n/a
[b]Attack:[/b]	Bite +10 melee (1d6)
[b]Full Attack:[/b]	Bite +10 melee (1d6), Slam +10 melee (1d6)
[b]Space/Reach:[/b]	5 ft./5 ft.
[b]Special Attacks:[/b]	Spells as a 5th level Cleric, Spell-like abilities, Summon Allies
[b]Special Qualities:[/b]	Low-light vision, scent, DR 20/+2, See in Darkness, Immune
 to poison, immune to acid, Haste, Alternate Form, fire resistance 30, cold 
resistance 30, SR 28, Sealed mind, Detect Thoughts
[b]Saves:[/b]	Fort +26, Ref +27, Will +20
[b]Abilities:[/b]	Str 28, Dex 27, Con 30, Int 33, Wis 19, Cha 21
[b]Skills:[/b]	Balance +31, Concentration +27, Hide +31, Intimidate +28, Jump +32, 
Knowledge (Geography) +34, Knowledge (History) +34, Knowledge (Religion) 
+34, Knowledge (the planes) +34, Knowledge (nature) +34, Knowledge (local) 
+34 Listen +29, Move Silently +31, Sense Motive +27, Spellcraft +34, Spot +29, 
Swim +21
[b]Feats:[/b]	Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, 
Lightning Reflexes, Multiattack, Run
[b]Environment:[/b]	Temperate forests
[b]Organization:[/b]	Solitary
[b]Challenge Rating:[/b]	16
[b]Advancement:[/b]	—
[b]Level Adjustment:[/b]	—
[b]Alignment:[/b]	Lawful Neutral

The White Stag speaks Fey (Druidic) and Ancient Elven.
[b]Damage Reduction (Su):[/b] 20/+2
[b]See in Darkness (Su):[/b] The creature can see perfectly in darkness of any kind, 
even that created by deeper darkness spells.
[b]Haste (Su):[/b] The White Stag can take an extra partial action each round, as if 
affected by a haste spell.
[b]Spell-like Abilities:[/b] At will – charm person, plane shift, teleport without error 
(self plus 50 lbs. of objects only); 3/day – anti-magic field.  These abilities are 
as the spells cast by a 20th-level sorcerer (base save DC 10+5).
[b]Summon Allies (Sp):[/b] Three times per day, an animal lord can automatically 
summon 50 HD worth of deer.
[b]Alternate form (Su):[/b] All animal lords can shift into animal or human form as 
though using the polymorph self spell.  In animal form, an animal lord appears as 
the normal creature over which it rules.  In humanoid form, an animal lord 
appears as a very attractive human with subtle animal-like features.  Changing 
forms is a standard action.  Upon changing forms, the animal lord regains hit 
points as if having rested for a day.
[b]Sealed mind (Ex):[/b] Immune to all mind-influencing effects.
[b]Detect thoughts (Su):[/b] An animal lord can continuously detect thoughts as the 
spell cast by a 20th-level sorcerer (base save DC 20).  It can suppress or 
resume this ability as a free action.
[b]Foresight (Su):[/b] An animal lord is continuously protected by foresight as the spell 
cast by a 20th-level sorcerer.  It can suppress or resume this ability as a free 
action.  This ability grants the White Stag a +2 insight bonus on its AC and 
Reflex saves.
[b]Telepathy (Su):[/b] An animal lord can communicate telepathically with any 
creature within 100 feet that has a language.  Each animal lord can also 
communicate telepathically with all animals of its type.
[b]Cleric Spells:[/b] 5, 4+1, 3+1, 2+1 (Domains: Law, Animal); 0 – Create Water, Cure 
Minor Wounds, Detect Magic, Detect Poison, Light; 1st – Bane, Detect Chaos, 
Divine Favor, Shield of Faith, Protection from chaos; 2nd – Lesser Restoration, 
Remove Paralysis, Shield Other, Calm Emotions; 3rd – Prayer, Searing Light, 
Magic circle against chaos
 
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Fiendish Divinely Infused Gargantuan Spider of chaos

Another toy to play with. Started with a Gargantuan Spider, and then upped the HD to 20 (From 16), and then applied the Fiendish template, and then applied a template of my own creation called "creature of chaos" (you can find it in PirateCat's thread in here; second to last page), and Monte Cook's Divinely infused template from _Requiem for a God_


Code:
[b]FIENDISH DIVINELY INFUSED GARGANTUAN SPIDER OF CHAOS
 	Gargantuan Magical Vermin [Extraplanar, Chaos][/b]
[b]Hit Dice:[/b]	20d8+40 (130 hp)
[b]Initiative:[/b]	+4
[b]Speed:[/b]	30 ft. (6 squares), climb 20 ft.
[b]Armor Class:[/b]	21 (–4 size, +4 Dex, +11 natural), touch 9, flat-footed 17
[b]Base Attack/Grapple:[/b]	+17/+36
[b]Attack:[/b]	Bite +20 melee (2d8+11 plus poison)
[b]Full Attack:[/b]	Bite +20 melee (2d8+11 plus poison)
[b]Space/Reach:[/b]	20 ft./15 ft.
[b]Special Attacks:[/b]	Poison, web, smite good, smite law
[b]Special Qualities:[/b]	Darkvision 60 ft., tremorsense 60 ft., vermin traits, 
DR 10/+2, resistance to cold 20, resistance to fire 20, SR 21, immunity to sonic 
damage, resistance to acid 20, resistance to electricity 20, fast healing 5
[b]Saves:[/b]	Fort +14, Ref +10, Will +8
[b]Abilities:[/b]	Str 28, Dex 19, Con 14, Int 3, Wis 14, Cha 8
[b]Skills:[/b]	Climb +14, Hide –5*, Jump +7*, Spot +8*, Listen +4
[b]Feats:[/b]	—
[b]Environment:[/b]	Temperate forests
[b]Organization:[/b]	Solitary
[b]Challenge Rating:[/b]	13
[b]Treasure:[/b]	1/10 coins; 50% goods; 50% items
[b]Advancement:[/b]	21–31 HD (Gargantuan)
[b]Level Adjustment:[/b]	—
[b]Alignment:[/b]	Chaotic neutral
[b]Smite Good (Su):[/b] Once per day the creature can make a normal melee 
attack to deal extra damage equal to its HD total (maximum of +20) against a 
good foe.
[b]Smite Law (Su):[/b] 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.
[b]Summon Slaad (Sp):[/b] Once per day, a creature of chaos can attempt to 
summon 1d4 red slaad with a 40% chance of success. This ability is equivalent 
to a 3rd-level spell.
[b]Poison (Ex):[/b] A monstrous spider has a poisonous bite.  The save DC is 
20.  The save DCs are Constitution-based. The damage taken from a failed 
save is 2d6 Str and is initial and secondary damage.  
[b]Web (Ex):[/b] Web-spinners can throw a web eight times per day. This is 
similar to an attack with a net but has a maximum range of 50 feet, with a 
range increment of 10 feet, and is effective against targets up to one size 
category larger than the spider. An entangled creature can escape with a 
successful Escape Artist check or burst it with a Strength check. Both are 
standard actions whose DCs are given in the table below. The check DCs are 
Constitution-based, and the Strength check DC includes a +4 racial bonus. 

Size	Escape Artist DC	Break DC	Hit Points
Gargantuan	20	24	16

[b]Tremorsense (Ex):[/b] A monstrous spider can detect and pinpoint any 
creature or object within 60 feet in contact with the ground, or within any 
range in contact with the spider’s webs.
[b]Skills:[/b] Monstrous spiders have a +4 racial bonus on Hide and Spot 
checks and a +8 racial bonus on Climb checks. A monstrous spider can always 
choose to take 10 on Climb checks, even if rushed or threatened. Monstrous 
spiders use either their Strength or Dexterity modifier for Climb checks, 
whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks 
and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial 
bonus on Hide and Move Silently checks when using their webs.
 



Advanced Heightened Hiveminded Monstrous Spider of Chaos, Large

This uses the "Beast of Chaos" template from Tome of Horrors, and the Hiveling template and Heightened template from the Book of Templates (which I just purchased, and love, btw). I also advanced them to 7 HD.

Enjoy.

Code:
[b]ADVANCED HEIGHTENED HIVEMINDED MONSTROUS SPIDERS OF CHAOS, LARGE [/b]
Monstrous Spider, Large
Hit Dice:[/b]	7d12+14 (59 hp)
[b]Initiative:[/b]	+4
[b]Speed:[/b]	30 ft. (6 squares), climb 20 ft.
[b]Armor Class:[/b]	25 (–1 size, +4 Dex, +10 natural, +2 Insight*), touch 12, flat-footed 11
[b]Base Attack/Grapple:[/b]	+8/+14
[b]Attack:[/b]	Bite +10/+5 melee (1d8+3 plus poison)
[b]Full Attack:[/b]	Bite +10/+5 melee (1d8+3 plus poison)
[b]Space/Reach:[/b]	10 ft./5 ft.
[b]Special Attacks:[/b]	Poison, web, swarm attack
[b]Special Qualities:[/b]	Darkvision 60 ft., tremorsense 60 ft., vermin traits,
 frightful presence, rage, immunity to confusion, fear, hold, slow and haste, 
scent, SR 12, evasion, resistance to fire 10, limited telepathy, shared senses, 
uncanny dodge
[b]Saves:[/b]	Fort +6, Ref +12*, Will +3
[b]Abilities:[/b]	Str 17, Dex 19, Con 14, Int —, Wis 12, Cha 4
[b]Skills:[/b]	Climb +11, Hide +3*, Jump +2*, Listen +8, Search +2, Spot +4*
[b]Feats:[/b]	—
[b]Environment:[/b]	Temperate forests
[b]Organization:[/b]	Solitary or colony (2–5)
[b]Challenge Rating:[/b]	6
[b]Treasure:[/b]	1/10 coins; 50% goods; 50% items
[b]Advancement:[/b]	5–7 HD (Large)
* only when within 20-ft. of another hiveminded spider.  Subtract -2 otherwise.

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Frightful presence (Ex): When a spider of chaos screeches, all creatures within 30 feet that hear it and those with fewer HD than the spider must succeed at a Will save (DC 10) or become “shaken” for 5d6 rounds
Rage (Ex): In the presence of bright light (Daylight spell, continual flame, but not actual sunlight), a beast of chaos flies into a berserk rage, attacking until either it or its opponent is dead. It gains a +4 Strength and a –4 AC while enraged. It cannot end its rage voluntarily. If the source of light is removed, the creature’s rage ends 1d4 rounds later. The beast is fatigued (-2 to Strength and Dexterity) for the remainder of the encounter.
Swarm Attack (Ex): If there are two or more hivelings in the combat and each of those creatures is within 20 ft. of and able to sense a single intended target, each creature gains a +1 circumstance bonus to attack rolls for every two hivelings making the attack.
Limited Telepathy (Su): A hiveling can mentally communicate with any other hiveling creature of its hive within a number of miles equal to the hiveling’s Wisdom score.
Shared Senses (Su): At will, a hiveling can use another hiveling creature’s senses (sight, smell, or hearing) rather than its own. This ability works at a range of 100 ft. plus 10 ft. per point of Wisdom the hiveling possesses and can be maintained as a free action for a number of minutes equal to 1 + the hiveling’s Wisdom bonus (minimum 1 minute), but must then be re-established.
Uncanny Dodge (Ex): A hiveling retains its Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker so long as another hiveling of the same hive is within 20 ft. of and can sense the attacked hiveling and its attacker.
Scent (Ex): The beast can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The Save DC is 15, dealing 1d6 Str damage on a failed save. This damage is initial and secondary damage.
Web (Ex): Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst it with a Strength check (DC 18). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
 

Non-Euclidiand Advanced Phase Spider

Somebody stop me!
I love this book of templates, btw.

Pretty standard build here, really (yes, only one template this time!) Advanced to 8 HD, and then applied the Non-Euclidian template (gotta love it). I can't wait for my PCs to encounter these nasty creatures.

I think I'll have a mod merge all these threads together....

Code:
[b]NON-EUCLIDIAN ADVANCED PHASE SPIDER
 	Large Magical Beast[/b]
[b]Hit Dice:[/b]	8d10+24 (68 hp)
[b]Initiative:[/b]	+7
[b]Speed:[/b]	40 ft. (8 squares), climb 20 ft.
[b]Armor Class:[/b]	15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
[b]Base Attack/Grapple:[/b]	+8/+15
[b]Attack:[/b]	Bite +10 melee (1d6+4 plus poison)
[b]Full Attack:[/b]	Bite +10 melee (1d6+4 plus poison)
[b]Space/Reach:[/b]	10 ft./5 ft.
[b]Special Attacks:[/b]	Poison
[b]Special Quality:[/b]	Darkvision 60 ft., ethereal jaunt, low-light vision, 
impossible geometry, improved evasion, immunity to mind-affecting effects
[b]Saves:[/b]	Fort +9, Ref +9, Will +2
[b]Abilities:[/b]	Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
[b]Skills:[/b]	Climb +14, Move Silently +14, Spot +7
[b]Feats:[/b]	Ability Focus (poison), Improved Initiative
[b]Environment:[/b]	Warm hills
[b]Organization:[/b]	Solitary or cluster (2–5)
[b]Challenge Rating:[/b]	10
[b]Treasure:[/b]	None
[b]Alignment:[/b]	Always neutral
[b]Advancement:[/b]	6–8 HD (Large); 9–15 HD (Huge)

Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.

COMBAT
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.
Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed.
Impossible Geometry (Ex): Due to the indescribable geometries the non-Euclidean creature demonstrates, those who see one must make a Will save (DC 14). Those who make the save are subconsciously aware that something is completely wrong with the thing and may avoid looking directly at it, but doing so grants the non-Euclidean creature a 20% concealment bonus for as long as the victim averts its eyes. Opponents choosing to look directly at the creature anyway are treated as having automatically failed this save. Note that this concealment miss chance is rolled separately from the miss chance the non-Euclidean creature receives from its space/time bending ability (see below).
Those that fail the initial Will save are required to make another Will save (DC 15 + one-half the non-Euclidean creature’s HD + the non-Euclidean creature’s Charisma modifier + the victim’s Intelligence modifier—yes, more intelligent beings are more likely to fail this saving throw). Those that succeed at the save are shaken for 2d6 rounds, but suffer no other adverse effects and don’t have to save versus the same non-Euclidean’s impossible geometry again for 24 hours. However, if the save fails, the victim’s mind has attempted to grasp the impossible angles of the creature and is driven insane, acting as if under the effects of a confusion spell. This condition can be reversed with the spell heal or other insanity curing magic. Every 24 hours, the insane being is allowed another saving throw at the same DC to recover. Those that recuperate from this insanity without outside aid may be left with permanent psychological damage or personality quirks. This is a mind-affecting ability.
Improved Evasion: Due to the space/time bending nature of a non-Euclidean, if it is exposed to any effect that normally allows a creature to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. Further, the creature takes only half damage on a failed save.
Space/Time Bending (Ex): The non-Euclidean creature exists at right angles to our own existence. Because of this, the creature has a 20% chance to simply ignore any attack, spell, or other action targeting it. The non-Euclidean creature may not voluntarily fail this percentage check to allow a beneficial action to affect it.
Unnatural Aura (Su): All natural, non-sentient creatures (vermin, animals, and most beasts) can sense a non-Euclidean creature when it is within 100 ft. of them, and they will not willingly approach it.
Aberrant Behavior (Ex): Non-Euclidian phase spiders do not reason as we understand it. Instead, whenever confronted by a problem or situation that requires logical thought processes to handle, a non-Euclidean must make a Will save (DC 15). If the creature succeeds, it has no further problem, but if it fails it cannot fathom the answer and begins to act as if under a confusion spell. Non-Euclidean’s with Intelligence scores of 2 or less are forced to make this check at the beginning of any confrontation. After 24 hours, and each 24 hour period thereafter, the creature may make a new saving throw.
 

(cross-posted to the Creature Catalog Slaad-a-palooza thread)

Improved versions of Slaad.

Because my party is just downright tough as nails, I've decided to improve upon the Slaad. My party (6 PCs of 10th level) walked all over 6 textbook Red Slaad, followed up by 2 textbook Blue Slaad, and made short work of a textbook Green Slaad.

So, I said, "Enough!" (to myself). So, I've improved them. *insert fiendish laughter here*

First, the Blue -


Code:
[b]Advanced Blue Slaad
	Large Outsider (Chaotic, Extraplanar)
Hit Dice:[/b]	12d8+60 (114 hp)
[b]Initiative:[/b]	+3
[b]Speed:[/b]	30 ft. (6 squares)
[b]Armor Class:[/b]	22 (23 Dodge) (-1 size, +3 Dex, +10 natural), 
touch 12, flat-footed 19
[b]Base Attack/Grapple:[/b]	+12/+22
[b]Attack:[/b]	Claw +17 melee (2d6+6)
[b]Full Attack:[/b]	4 claws +17 melee (2d6+6) and bite +15 melee (2d8+3 plus disease)
[b]Space/Reach:[/b]	10 ft./10 ft.
[b]Special Attacks:[/b]	Spell-like abilities, slaad fever, summon slaad
[b]Special Qualities:[/b]	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
[b]Saves:[/b]	Fort +13, Ref +11, Will +6
[b]Abilities:[/b]	Str 23, Dex 16, Con 20, Int 6, Wis 6, Cha 10
[b]Skills:[/b]	Climb +17, hide +9, Jump +17, Listen +9, Move Silently +13, Spot +9
[b]Feats:[/b]	Dodge, Mobility (+4 vs. AoO), Multiattack, Spring Attack
[b]Challenge Rating:[/b]	12
[b]Alignment:[/b]	Usually chaotic neutral
[b]Advancement:[/b]	9-12 HD (Large); 13-24 HD (Huge)
[b]Spell Like abilities:[/b]	At will – hold person (DC 13), passwall, telekinesis 
(DC 15); 1/day chaos hammer (DC 14), Caster level 12th.

Slaad Fever (Su): Supernatural disease – bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Dex, and 1d3 Cha.

Summon Slaad (Sp): Once per day, a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th level spell.

Tactics (blue slaad):
• hold person (DC 13) on the strongest opponent
• If outside of melee range, chaos hammer (DC 14).
• If within range, move to provide flank bonuses and attack the nearest target.
• If wounded to within 10 hit points, gate in another blue slaad and flee using passwall if possible.

___________
Notes:
I increased the Hit Dice to 12 (max for Large size) and increased a few of their ability scores (Dex and Con, IIRC) to even them out. I also added another feat. As it turns out, Blue Slaad have all the prerequisites for Spring Attack. My players won't know what hit them!
 

As supposed "powerful" spellcasters, green slaad are pathetically weak, they only get a handful of spells, and their combat abilites pale in comparison to the "lesser" blue Slaad. Lame.

Here is my version. I will have much more fun with these.

Code:
[b]Green Slaad, Wiz6
	Large Outsider (Chaotic, Extraplanar)
Hit Dice:[/b]	9d8+6d4+75 (130 hp)
[b]Initiative:[/b]	+6
[b]Speed:[/b]	30 ft. (6 squares)
[b]Armor Class:[/b]	24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
[b]Base Attack/Grapple:[/b]	+12/+21
[b]Attack:[/b]	Claw +17 melee (1d6+6)
[b]Full Attack:[/b]	2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3)
[b]Space/Reach:[/b]	10 ft./10 ft.
[b]Special Attacks:[/b]	Spell-like abilities, summon slaad, Spells
[b]Special Qualities:[/b]	Change shape, 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
[b]Saves:[/b]	Fort +13, Ref +10, Will +11
[b]Abilities:[/b]	Str 23, Dex 14, Con 20, Int 13, Wis 10, Cha 12
[b]Skills:[/b]	Climb +18, Concentration +14, Hide +11, Jump +18, Listen 
+12, Move Silently +15, Search +12, Spellcraft +4, Spot +12, Survival +6 (+8 
following tracks)
[b]Feats:[/b]	Cleave, Improved Initiative, Multiattack, Power Attack, Spell 
Focus (Abjuration), Combat Expertise, Silent Spell
[b]Challenge Rating:[/b]	15
[b]Alignment:[/b]	Usually chaotic neutral
[b]Advancement:[/b]	10-15 HD (Large); 16-27 HD (Huge)
[b]Spell Like abilities:[/b]	At will – chaos hammer (DC 15), detect magic, 
detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, 
shatter (DC 13); 3/day – dispel law (DC 16), deeper darkness, fireball (DC 14).  
Caster level 9th

Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Summon Slaad (Sp): Twice per day, a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.

Spells: 4, 4/3/2
0 – ghost sound, resistance, mage hand, message
1st – expeditious retreat, mage armor, protection from good, shield
2nd – blur, invisibility, mirror image
3rd – dispel magic, displacement

Tactics (green slaad):
• If combat is expected, cast in order – displacement, mirror image (1d4+2 images), blur, shield, mage armor
• If it is an option, invisibility on other Slaad near him
• Open with an area dispel magic to soften up enemies.
• Use expeditious retreat to flee when within 10% of hit points.

Possessions:
• Green Slaad always have 1d4+1 scrolls in their possession in addition to the following two scrolls: detect divinity spark*, and detect godsblood*. Choose from the following:
1d12

1 glitterdust
2 illusory script
3 wrath of the demiurge*
4 invisibility
5 endure elements
6 knock
7 persistent image
8 confusion
9 dismissal
10 ghost sound
11 blight
12 contact other plane

• Green Slaad always have one (1-12) or two (13-20) potions in their possession. Choose from the following:
1d10

1 Potion of levitate
2 Potion of Cat’s grace (+4 Dex)
3 Oil of Reduce Person
4 Potion of Blur
5 Potion of Eagle’s Splendor (+4 Cha)
6 Potion of Fox’s Cunning (+4 Int)
7 Potion of Cure Serious Wounds (3d8+10)
8 Potion of Heroism (+2 BAB, saves, skills)
9 Potion of Protection from energy (cold)
10 Potion of Bear’s Endurance (+4 Con)

* From Malhavoc's _Requiem for a God_
____________
Notes: I took the base green slaad and added 6 levels of wizard. I opted for wizard (versus sorcerer) for the versatility that it allowed. Plus, it kind of made more sense that they would learn these arts, versus having them inately. I bumped up the Con, Dex, and Int (had to make it 13 to cast 3rd level spells). Textbook green slaad have an Int of 10, which is totally stupid for them being great spellcasters and leaders. Gave them spell focus (abjuration) to boost the dispel magic roll (which might be outside the rules a bit, but I don't care), and Silent Spell (bonus wizard feat), and Combat Casting.

I also went ahead and gave them some magical treasure in the form of potions and scrolls. At least this way the PCs will get some little token for killing these guys, versus not getting anything. Plus, I can use the potions and scrolls. ;)
 

And here are the Gray Slaad.

Code:
[b]Gray Slaad, Wiz8
	Medium Outsider (Chaotic, Extraplanar)
Hit Dice:[/b]	10d8+8d4+108 (173 hp)
[b]Initiative:[/b]	+8
[b]Speed:[/b]	30 ft. (6 squares)
[b]Armor Class:[/b]	25 (+4 Dex, +11 natural), touch 14, flat-footed 21
[b]Base Attack/Grapple:[/b]	+14/+18
[b]Attack:[/b]	Claw +19 melee (2d4+4)
[b]Full Attack:[/b]	2 claws +19 melee (2d4+4) and bite +16 melee (2d8+2)
[b]Space/Reach:[/b]	5 ft./5 ft.
[b]Special Attacks:[/b]	Spell-like abilities, summon slaad
[b]Special Qualities:[/b]	Change shape, damage reduction 10/lawful, 
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
[b]Saves:[/b]	Fort +15, Ref +13, Will +15
[b]Abilities:[/b]	Str 19, Dex 18, Con 22, Int 14, Wis 14, Cha 14
[b]Skills:[/b]	Climb +17, Concentration +15, Hide +16, Jump +17, Knowledge 
(arcana) +15, Listen +15, Move Silently +16, Search +15, Spot +15, Survival 
+5 (+7 following tracks)
[b]Feats:[/b]	Improved Initiative, Multiattack, Power Attack, Silent Spell, Craft 
single-use item, Still Spell, Craft minor item
[b]Challenge Rating:[/b]	18
[b]Alignment:[/b]	Usually chaotic neutral
[b]Advancement:[/b]	11-15 HD (Medium); 16-30 HD (Large)
[b]Spell Like abilities:[/b]	At will – chaos hammer (DC 16), deeper darkness, 
detect magic, identify, invisibility, lightning bolt (DC 15), fear (DC 15), magic 
circle against law, see invisibility, shatter (DC 14); 3/day – animate objects, 
dispel law (DC 17), fly; 1/day – power word stun.  Caster level 10th

Change Shape (Su): A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A gray slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Summon Slaad (Sp): Twice per day, a gray slaad can attempt to summon another 1-2 red slaadi or 1 blue slaad with a 60% chance of success, or 1 green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.

Spells: 4, 5/4/3, 2
0 – ghost sound, resistance, mage hand, message
1st – expeditious retreat, mage armor, protection from law, shield, magic missile
2nd – blur, scorching ray, mirror image
3rd – dispel magic, displacement, haste
4th – dimension door , stoneskin

Tactics (gray slaad):
• If combat is expected, cast in order - stoneskin, displacement, mirror image (1d4 +2 images), blur shield, mage armor
• If it is an option, invisibility or haste on other slaad near him.
• Open with a targeted dispels on anyone with visible spells active, otherwise, use area dispels.
• When the slaad is within 10% of his hit point, dimension door to safety, and then use expeditious retreat to flee.
• In combat, the gray slaad will make great use of his lightning bolt, scorching ray, and magic missile attacks. He will not hesitate to unleash his power word stun effect on any creature that gets to within melee range of him.
• Another strategy is to cast fly, and then pelt the PCs from above with scorching rays, and magic missiles.

Possessions:
• Gray slaad always have 1d4+2 scrolls in their possession (all caster level 8).
1d12
1. daylight
2. major image
3. magic jar
4. stone shape
5. Leomund’s secret chest
6. scrying
7. repulsion
8. legend lore
9. veil
10. mislead
11. heroism
12. tongues

• In addition, gray slaad always carry one (75%) or two (25%) wondrous items.
Roll to determine item(s). (DMG pg. 247)

______________
Notes: Nothing too out of the ordinary here. I added 8 levels of wizard, bumped up Con and Dex, and gave him some item creation feats. These feats come from Artificer's Handbook, but can be replaced easily with core rulebook feats. The feats WoTC chose for these guys make no sense. Ok, you send a green slaad off to study the arcane arts for a century, undergo a mysterious process, come out a gray slaad, and you've picked up..... (wait for it...) IMPROVED INITIATIVE?!?! :rolleyes:

Anyway, my CR 18 Gray Slaad should put the fear of god in them.
 
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I went ahead and upgraded red slaad, even though the PCs will outpace them in a few levels. I figure if I have enough of 'em, they're still viable.

Code:
[b]Advanced Red Slaad
	Large Outsider (Chaotic, Extraplanar)
Hit Dice:[/b]	10d8+40 (85 hp)
[b]Initiative:[/b]	+2
[b]Speed:[/b]	30 ft. (6 squares)
[b]Armor Class:[/b]	19 (20 Dodge) (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
[b]Base Attack/Grapple:[/b]	+10/+19
[b]Attack:[/b]	Bite +14 melee (2d8+5)
[b]Full Attack:[/b]	Bite +14 melee (2d8+5) and 2 claws +13 melee (1d4+2 plus implant)
[b]Space/Reach:[/b]	10 ft./10 ft.
[b]Special Attacks:[/b]	Pounce, implant, stunning croak, summon slaad
[b]Special Qualities:[/b]	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
[b]Saves:[/b]	Fort +11, Ref +9, Will +4
[b]Abilities:[/b]	Str 21, Dex 15, Con 18, Int 6, Wis 6, Cha 8
[b]Skills:[/b]	Climb +15, hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8
[b]Feats:[/b]	Dodge, Mobility, Multiattack, Spring Attack
[b]Challenge Rating:[/b]	10
[b]Alignment:[/b]	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.

____________
Notes: Improved hit dice to 10, increased Con, and added Spring Attack feat.
 
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