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Antimagic Slaad 2.0
Fixed a few problems. Corrections and other stuff. If you copied it before, do it again. Thought about just editing it, but wasn't sure anyone would notice!
Antimagic Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 15d8+105 (172 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 31 (+5 Dex, +17 Natural, -1 Size) touch 14, flat-footed 26
Base Attack/Grapple: +15/+28
Attack: Slam +23 melee (2d6+9; 19-20/x2) or disjoining touch +23 (see below)
Full Attack: 2 slams +23 melee (3d6+9), bite +20 melee (3d8+4; 18-20/x3) or disjoining touch +23 (see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, disjoining touch, improved grab, pounce
Special Qualities: Antimagic field, blindsight 60 ft., damage reduction 10/lawful and magic, darkvision 60 ft., fast healing 5, immunity to sonic, low-light vision, resistance to acid 5, cold 5, electricity 5, and fire 5, scent, spell resistance 27, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +16, Ref +14, Will +13
Abilities: Str 29, Dex 21, Con 25, Int 18, Wis 18, Cha 18
Skills: Bluff +22, Concentration +25, Decipher Script +22, Intimidate +24, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Search +22, Sense Motive +22, Spellcraft +24 (+26 with scrolls), Spot +22, Use Magic Device +22 (+26 with scrolls)
Feats: Ability Focus (disjoining touch), Combat Expertise, Combat Reflexes, Improved Initiative, Multiattack, Power Attack
Environment: Ever-Shifting Chaos of Limbo
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 16-24 HD (Large), 25-40 HD (Huge)
This albino frog-like creature looks hunched over and warped. Its ravaged body looks malformed and sickly, yet muscular and profoundly strong. It has razor-sharp claws and rows of incredibly keen teeth, slick with drool. The creature has a malevolent grin that reveals a lust for physical conflict.
The antimagic slaad is an abomination among a race of creatures rife with malfunctions and mutations. Years of exposure to antimagic have left the creature broken yet immensely powerful. Simultaneously wrack with pain and pulsing with power, the antimagic slaad vents its frustrations on anyone and anything it can get its hands on. Its pains seem to vanish when it is surrounded by antimagic.
Antimagic slaad are never created on purpose. However, when a foolish mortal thinks antimagic will save him from the strength of purpose of a red slaad hell-bent on implanting someone, the antimagic slaad is born. The antimagic erases some of the slaad’s abilities causing it to draw more heavily on its host. The gestation period of an antimagic slaad is half that of normal and much more strenuous on the host who must succeed on a DC 19 Fort save to avoid implantation. The penalty is caused by the red slaad’s interaction with the antimagic and Constitution-based. The red slaad adds twice its Constitution modifier to the save DC for its Implant special attack.
Antimagic slaad are ravaging bloodthirsty monsters that know no moment of peace except when they are amid their beloved antimagic fields. They take special joy in destroying innately magical creatures like dragons and fey. Antimagic slaad speak Abyssal, Celestial, Common, Draconic, Infernal, and Slaad
Combat
An antimagic slaad often learns about magic and how to it is used in order to understand its favored enemy. The antimagic slaad’s favorite tactic is to use its Bluff skill and magic items against enemy spellcasters to convince them it knows and uses magic. Then, the antimagic slaad activates its antimagic field and destroys the foolish magician.
Antimagic Field (Su): Three times per day as a free action, an antimagic slaad can create an antimagic field around itself. The field is always centered on the antimagic slaad and extends to the edge of its reach. The field lasts a number of rounds equal to the antimagic slaad’s Constitution bonus.
Augmented Critical (Ex): The antimagic slaad’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Blindsight (Ex): An antimagic slaad has acute hearing that gives it 60 ft. of blindsight.
Damage Reduction (Ex): An antimagic slaad’s damage reduction is extraordinary.
Disjoining Touch (Su): Three times per day, an antimagic slaad can disjoin any magical effect or magic item it touches with a touch attack. That is, a spell or spell-like ability is ended as a dispel magic spell and a magic item must make a successful Will save (DC 23) or be turned into a normal item. This ability has a 15% chance of destroying an antimagic field, but has no effect on artifacts. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. An item attended by a creature makes saving throws as the creature or uses its own saving throw bonus, whichever is better. A failed touch attack ruins the attempt. The save DC is Charisma-based and includes a +2 bonus from the Ability Focus feat.
Improved Grab (Ex): To use this ability, an antimagic slaad must hit a Large or smaller opponent with a bite attack. It can then attempt to grapple as a free action without provoking an attack of opportunity.
Pounce (Ex): If an antimagic slaad charges, it can make a full attack in the same round.
Scent (Ex): An antimagic slaad has an acute sense of smell that gives it scent.
Tremorsense (Ex): An antimagic slaad has an acute sense of touch that gives if 60 ft. of tremorsense.
Fixed a few problems. Corrections and other stuff. If you copied it before, do it again. Thought about just editing it, but wasn't sure anyone would notice!
Antimagic Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 15d8+105 (172 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 31 (+5 Dex, +17 Natural, -1 Size) touch 14, flat-footed 26
Base Attack/Grapple: +15/+28
Attack: Slam +23 melee (2d6+9; 19-20/x2) or disjoining touch +23 (see below)
Full Attack: 2 slams +23 melee (3d6+9), bite +20 melee (3d8+4; 18-20/x3) or disjoining touch +23 (see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, disjoining touch, improved grab, pounce
Special Qualities: Antimagic field, blindsight 60 ft., damage reduction 10/lawful and magic, darkvision 60 ft., fast healing 5, immunity to sonic, low-light vision, resistance to acid 5, cold 5, electricity 5, and fire 5, scent, spell resistance 27, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +16, Ref +14, Will +13
Abilities: Str 29, Dex 21, Con 25, Int 18, Wis 18, Cha 18
Skills: Bluff +22, Concentration +25, Decipher Script +22, Intimidate +24, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +22, Search +22, Sense Motive +22, Spellcraft +24 (+26 with scrolls), Spot +22, Use Magic Device +22 (+26 with scrolls)
Feats: Ability Focus (disjoining touch), Combat Expertise, Combat Reflexes, Improved Initiative, Multiattack, Power Attack
Environment: Ever-Shifting Chaos of Limbo
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 16-24 HD (Large), 25-40 HD (Huge)
This albino frog-like creature looks hunched over and warped. Its ravaged body looks malformed and sickly, yet muscular and profoundly strong. It has razor-sharp claws and rows of incredibly keen teeth, slick with drool. The creature has a malevolent grin that reveals a lust for physical conflict.
The antimagic slaad is an abomination among a race of creatures rife with malfunctions and mutations. Years of exposure to antimagic have left the creature broken yet immensely powerful. Simultaneously wrack with pain and pulsing with power, the antimagic slaad vents its frustrations on anyone and anything it can get its hands on. Its pains seem to vanish when it is surrounded by antimagic.
Antimagic slaad are never created on purpose. However, when a foolish mortal thinks antimagic will save him from the strength of purpose of a red slaad hell-bent on implanting someone, the antimagic slaad is born. The antimagic erases some of the slaad’s abilities causing it to draw more heavily on its host. The gestation period of an antimagic slaad is half that of normal and much more strenuous on the host who must succeed on a DC 19 Fort save to avoid implantation. The penalty is caused by the red slaad’s interaction with the antimagic and Constitution-based. The red slaad adds twice its Constitution modifier to the save DC for its Implant special attack.
Antimagic slaad are ravaging bloodthirsty monsters that know no moment of peace except when they are amid their beloved antimagic fields. They take special joy in destroying innately magical creatures like dragons and fey. Antimagic slaad speak Abyssal, Celestial, Common, Draconic, Infernal, and Slaad
Combat
An antimagic slaad often learns about magic and how to it is used in order to understand its favored enemy. The antimagic slaad’s favorite tactic is to use its Bluff skill and magic items against enemy spellcasters to convince them it knows and uses magic. Then, the antimagic slaad activates its antimagic field and destroys the foolish magician.
Antimagic Field (Su): Three times per day as a free action, an antimagic slaad can create an antimagic field around itself. The field is always centered on the antimagic slaad and extends to the edge of its reach. The field lasts a number of rounds equal to the antimagic slaad’s Constitution bonus.
Augmented Critical (Ex): The antimagic slaad’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
Blindsight (Ex): An antimagic slaad has acute hearing that gives it 60 ft. of blindsight.
Damage Reduction (Ex): An antimagic slaad’s damage reduction is extraordinary.
Disjoining Touch (Su): Three times per day, an antimagic slaad can disjoin any magical effect or magic item it touches with a touch attack. That is, a spell or spell-like ability is ended as a dispel magic spell and a magic item must make a successful Will save (DC 23) or be turned into a normal item. This ability has a 15% chance of destroying an antimagic field, but has no effect on artifacts. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. An item attended by a creature makes saving throws as the creature or uses its own saving throw bonus, whichever is better. A failed touch attack ruins the attempt. The save DC is Charisma-based and includes a +2 bonus from the Ability Focus feat.
Improved Grab (Ex): To use this ability, an antimagic slaad must hit a Large or smaller opponent with a bite attack. It can then attempt to grapple as a free action without provoking an attack of opportunity.
Pounce (Ex): If an antimagic slaad charges, it can make a full attack in the same round.
Scent (Ex): An antimagic slaad has an acute sense of smell that gives it scent.
Tremorsense (Ex): An antimagic slaad has an acute sense of touch that gives if 60 ft. of tremorsense.
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