Slaad-a-palooza!

Good point on the bone and corpse. Sorta. Depending on how you looked at it. But ooh...

A not-so-brief tangent (humor me for a sec). My first exposure to DnD was through the 2nd Edition Monstrous Manual. And the Ravenloft golems scared the hell out of me. Freaky little dolls with contagious laughter? Giant composite skeletons whose presence required not only "fear checks" but "horror checks" too? Those are the stuff that this 10-year-old's dreams (or occasionally nightmares) were made of.

Sorry. Please continue.
Demiurge out.
 

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Hope this doesn't give you nightmares!

Sometimes the innocent need a saviour. Sometimes the cruel need help.

Doll Slaad
Small Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+30 (75 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 24 (+3 Dex, +4 Insight, +6 Natural, +1 Size) touch 18, flat-footed 21
Base Attack/Grapple: +10/+6
Attack: Claw +16 melee (2d4)
Full Attack: 2 claws +16 melee (2d4) and bite +13 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed wound, spell-like abilities, uncontrollable hideous bite
Special Qualities: Construct metamorphosis, damage reduction 10/lawful and magic, darkvision 60 ft., fast healing 5, immunity to magic, immunity to sonic, innocent facade, low-light vision, resistance 5, cold 5, electricity 5, fire 5
Saves: Fort +10, Ref +12, Will +9
Abilities: Str 11, Dex 21, Con 17, Int 14, Wis 14, Cha 18
Skills: Bluff +17, Diplomacy or Intimidate +19, Disable Device +15, Disguise +17 (+19 in character), Hide +22, Listen +15, Move Silently +18, Open Lock +18, Search +18, Spot +15
Feats: Ability Focus (uncontrollable hideous bite), Combat Casting, Multiattack, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic good or chaotic evil
Advancement: 11-15 HD (Medium), 12-21 HD (Large)

This incredibly small creature is has no set appearance, except for being roughly humanoid and frog-like. Its appearance is determined by its creation.

There are two types of doll slaadi each with radically different agendas. Good doll slaadi are guardians and protectors of the innocent. Evil doll slaadi are killers and slaughterers of the blameless. Both relish physical confrontation and the inevitable violence. Good doll slaadi see it as an unfortunate but welcome result of their chosen task, while evil doll slaadi look forward to it as a fortunate requirement of their existence.

Doll slaadi are created when an innocent party utters either a plea for help against the trepidations of evil, or befouls and curses its very existence, wanting to kill or maim another living thing. The same demiplane of evil dread that creates the gargoyle slaadi answers the call and sends a slaad to do its bidding. Even if the resulting doll slaadi is of the guardian variety, the result is still pain and suffering, caused by the deaths of those who threatened the innocent in the first place. The innocent can never forget the horrific way the doll slaad destroys those who anger it.

Doll slaadi are surprisingly calm and patient for slaadi. They choose their battles wisely, calmly planning the moment their boiling blood will be appeased. Doll slaadi speak Common, Slaad, and either Abyssal or Celestial.

Combat

Doll slaadi choose to fight under their terms. Most hide directly under the noses of their intended victims, awaiting the day they will strike. They lull their victims into a false sense of security while analyzing them with their spell-like abilities. If a doll slaadi’s victim is a humanoid, then it will always use mass reduce person on it. When pressed, a doll slaad will use chaos hammer to heal all of its lost hit points.

Construct Metamorphosis (Su): Once per day, a doll slaad can metamorphose into a construct. While a construct, a doll slaad loses its outsider traits, but gains construct traits. It has no Constitution score. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It cannot heal damage on its own, but often can be repaired by exposing itself to a certain kind of effect (see below) or with the Craft Construct feat. A doll slaad still benefits from its fast healing special quality. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not at risk of death from massive damage. It is immediately destroyed when reduced to 0 hit points or less. Since the doll slaad is not alive, it cannot be raised or resurrected while it is a construct. Because its body becomes a mass of unliving matter, a doll slaad is hard to destroy. It gains 10 bonus hit points. The doll slaad’s Hit Dice, base attack bonus, saving throws, skill points, and feats are unaffected. The metamorphosis last for 5 rounds. The following changes to its statistics are in effect for as long as it remains a construct: Small Construct (Chaotic, Extraplanar); Hit Dice 10d8+10; hp 55; SA Cursed wound (caster level check 15), uncontrollable hideous bite (5 rounds and DC 17); SV Fort +7; Con –.

Cursed Wound (Ex): The damage a doll slaad deals does not heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 18 caster level check, or the spell has no effect on the injured character. The caster level check is Constitution-based.

Immunity to Magic (Ex): A doll slaad is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

An order’s wrath spell slows a doll slaad (as the slow spell) for 2d6 rounds, with no saving throw, while chaos hammer heals all of its lost hit points.

A dictum spell negates its damage reduction and immunity to magic for 1 full round.

Innocent Facade (Su): A doll slaad gains its Charisma bonus as an insight bonus to its Armor Class.

Uncontrollable Hideous Bite (Su): Those hit by a doll slaad’s bite attack must succeed on a DC 20 Fortitude save or collapse into gales of maniacal laughter, falling prone for 8 rounds. The subject can take no actions while laughing, but it is not considered helpless. A creature whose type (such as humanoid or dragon) is different from the doll slaad’s receives a +4 bonus on its saving throw. The save DC is Constitution-based and includes a +2 bonus from the Ability Focus feat.

Spell-Like Abilities: At will-animate objects, calm emotions (DC 16), detect law, detect magic, detect thoughts (DC 16), fear (DC 18), invisibility, magic circle against law, telekinesis (DC 19); 3/day-chaos hammer (DC 18), dispel law (DC 19), fly; 1/day-mass reduce person (DC 18). Caster level 10th. The save DCs are Charisma-based.
 
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Jade Slaad

When a Red Slaad's implanted pellet or a Blue Slaad's disease takes the life of a Psionic character, the result is a Jade Slaad.

Jade Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+18
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 29 (+2 Dex, +13 Natural, +4 Armor) touch 12, flat-footed 27
Base Attack/Grapple: +9/+13
Attack: Bite +13 melee (2d4+6)
Full Attack: 2 claws +11 melee (1d6+2) and bite +13 melee (2d4+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, low-light vision, resistance to acid 5, cold 5, electricity 5, fire 5
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 19, Dex 17, Con 14, Int 14, Wis 14, Cha 14
Skills: Climb +16, Concentration +14, Hide +15, Jump +16, Listen +14, Move Silently +15, Spot +14, Psicraft +14, Intimidate +14, Sense Motive +14
Feats: Inertial Armor, Speed of Thought, Improved Initiative, Multiattack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10-19 (Medium), 20-41 (Large)

The gangly, pale green creature before you gleams like a polished stone statue. Sharp green teeth gleam in its wide frog-like mouth, and slender claws sprout from the pads of its forelimbs.

Combat: Jade slaadi prefer to disable foes with their psionic powers before entering physical combat.

Psionics (Su): At will: Detect Psionics, Detect Thoughts, Brain Lock [Will DC 16], Concussion [Fort DC 16], Cone of Sound [Ref DC 17], Charm Monster [Will DC 17], See Invisibility, Stomp [Ref DC 15]

Change Shape (Su): A jade can assume any Medium or Small humanoid form as a standard action. In humanoid form, a jade slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A jade 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): Five times per day a jade slaad can attempt to summon 1d6 Red slaadi or 1d4 Blue slaadi, with a 40% chance of success. This ability is equivalent to a 5th-level spell.

-- N
 

zeo_evil said:
The gem dragons are nuetral, so the gem slaad would be too. Demiurge might have something to say about that, though. I will give the beige slaad a look over.
Slaadi are generally CN, but I was refering to the Metalic ones.

zeo_evil said:
One thing I might suggest would be to change sand form into "has no discernable anatomy."
I had meant it to be able to change into sand , thus the description at the start.

zeo_evil said:
Something like no matter where you stab him, all you get is sand. Imagine those sand bottles they have at the fair. Or like those oil and water sand things. That way, you could engulf all the time.
No I don't like this, I thought that as a sand monster would become ooze liek and not have any of the frog like qualities of slaad.

zeo_evil said:
It should be Huge if you want to engulf. That way, you get the ogres and trolls.
Like the green and grey (and death?) slaad I wanted it to be large otherwise it turns into a muscler monster, also I was happy with those stats (made from a some earth elemental peices and other slaad piece, this is the same for the skills such as climb, jump etc all have maxed skills in them). Also it can advance to huge

zeo_evil said:
It should have the earth subtype.
I thought it did?

zeo_evil said:
The breath weapon should be acid or corrosive sand (like super hot sand).Sand should cause blindness (DC 10 + 1/2 Hit Dice + Con modifier) for a number of rounds equal to its Constitution modifier.
Blindness I like, corrosiveness I don't, I'd rather it be simply sand.

zeo_evil said:
Give it a burrow speed.
I would have done that, but I wrote out "Quagmire and Transmute rock to sand", and forgot that one was to move through sand.

zeo_evil said:
Fix the advancement.
Ok

zeo_evil said:
Remember that a (Su) ability is always a standard action that does not provoke, so you don't have to say it. More later.
K, where do I overstate this?

zeo_evil said:
What color is muave, anyway? My gut reaction would be something fey-like, thinking it a light blue color.
I got the idea that it would be better as an acid slaad, the colour mauve is a pinkish-purpley colour.

Very good job sprucing up the Beige slaad, I wan't talk about the added things for you making it permenently sand, I got the skills exactly right for it I can't tell what you changed there, but it looks different, I'll add in to mine the immunities DR for natural form, and treasure. Your advancement is off; top hit dice is normal hit dice X3 (or in special cases last number+).

Reformed Beige slaad
 
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Fair enough.

Didn't catch the advancement thing. I also messed up on Multiattack on my slaadi. Check the math on any of my slaadi that you might use. Change both things. I don't want to post them again. The (Su) things was quagmire. I'm a neat freak about my monsters. What can I say! It pays off.
 

Mechanical terror.

Enough Ravneloft for now. On to something different after this one.

Mechanical Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 13d8+78 (136 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 26 (+3 Dex, +14 Natural, -1 Size) touch 12, flat-footed 23
Base Attack/Grapple: +13/+25
Attack: +1 shocking burst battleaxe +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric
Full Attack: 2 +1 shocking burst battleaxes +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric) and bite +15 melee (2d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad, trample
Special Qualities: Change shape, construct metamorphosis, damage reduction 10/lawful and magic, darkvision 60 ft., electrical defense, fast healing 5, immunity to magic, immunity to electricity and sonic, low-light vision, resistance 5, cold 5, and fire 5
Saves: Fort +14, Ref +11, Will +8
Abilities: Str 27, Dex 17, Con 23, Int 13, Wis 11, Cha 18
Skills: Balance +21, Climb +24, Concentration +22, Intimidate +20, Jump +26, Listen +16, Search +17, Spot +16, Tumble +19
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack
Alignment: Usually chaotic nuetral
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary plus 2 +1 shocking burst battleaxes
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 14-26 HD (Large), 27-39 HD (Huge)

This misshapen creature looks asymmetrical, the different parts of its body seemingly composed of many dissimilar types of frog-like creatures. Sharp bone-like spurs of metal thrust from the creature’s elbows, knees, and shoulders and jut down his spine. Its hands are steel battleaxes. Its feet are exceptionally big, as if to compensate for its lack of hands.

Mechanical or electric slaadi as they are sometimes called are rare even for mutations among a chaotic race. Seeing one for the moments it lets you live must be a spectacle. Too bad no one has ever live to tell the multiverse about it.

Composed of flesh and steel, a mechanical slaad is spawned from eroded metal previously made permanent by an anarch. Repeated exposure to the raw elemental nature of Limbo corrodes permanent structures not maintained or at least casually monitored. In this liquid steel, mechanical slaadi spawn. Spellcasting green slaadi tainted by the evil of the same demiplane that spawns the doll and gargoyle slaadi, work the molten metal with electricity and foul magic.

Mechanical slaad are just that, mechanical, cold and almost emotionless. Only rage and hatred ever show across the brow of these unfortunate slaadi. They have an affinity for perching on buildings made with reinforced walls or atop metal towers or scaffolds. They speak Common and Slaad.

Combat

Mechanical slaadi use their spell-like abilities to weaken foes from a distance before closing in. They trample as many opponents as possible early on. If seriously threatened by multiple foes, a mechanical slaad will use its rage spell-like ability and use the Whirlwind Attack feat.

Change Shape (Su): A mechanical slaad can assume any Large or Medium humanoid form as a standard action. In humanoid form, a mechanical slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A mechanical 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.

Construct Metamorphosis (Su): Once per day, a mechanical slaad can metamorphose into a construct. While a construct, a mechanical slaad loses its outsider traits, but gains construct traits. It has no Constitution score. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It cannot heal damage on its own, but often can be repaired by exposing itself to a certain kind of effect (see below) or with the Craft Construct feat. A mechanical slaad still benefits from its fast healing special quality. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not at risk of death from massive damage. It is immediately destroyed when reduced to 0 hit points or less. Since the mechanical slaad is not alive, it cannot be raised or resurrected while it is a construct. Because its body becomes a mass of unliving matter, a mechanical slaad is hard to destroy. It gains 20 bonus hit points. The mechanical slaad’s Hit Dice, base attack bonus, saving throws, skill points, and feats are unaffected. The metamorphosis last for 6 rounds. The following changes to its statistics are in effect for as long as it remains a construct: Medium Construct (Chaotic, Extraplanar); Hit Dice 13d8+20; hp 78; SV Fort +8; Con –; Concentration +16.

Electrical Defense (Su): Any creature striking a mechanical slaad with handheld weapons or natural weapons takes 1d8+8 points of electricity damage from the electric current flowing through the slaad’s veins. Note that weapons with exceptional reach do not endanger their users in this way.

Immunity to Magic (Ex): A mechanical slaad is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

An order’s wrath spell slows a mechanical slaad (as the slow spell) for 2d6 rounds, with no saving throw, while chaos hammer heals all of its lost hit points.

A dictum spell negates its damage reduction and immunity to magic for 1 full round.

Spell-Like Abilities: At will-align weapon, disrupting weapon (DC 19), lightning bolt (DC 17), greater magic weapon; 3/day-chain lightning (DC 20); 1/day-rage. Caster level 13th. The save DCs are Charisma-based.

Summon Slaad (Sp): Twice per day, a gargoyle slaad can attempt to summon 1-2 red or blue slaadi with a 60% chance of success, or 1-2 green slaad with a 40% chance of success. This ability is the equivalent of a 6th level spell.

Trample (Ex): As a full-round action, a mechanical slaad can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the mechanical slaad’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the mechanical slaad moves over all the squares it occupies. If the mechanical slaad moves over only some of a target’s space, the target can make an attack of opportunity against it at a –4 penalty. A mechanical slaad that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

A mechanical slaad’s trample attack deals 2d6+12 points of bludgeoning damage.

Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

The save DC against a mechanical slaad’s trample attack is 24. A mechanical slaad can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
 
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I assume that the mechanical slaadi have some sort of special ability to allow them to wield two battleaxes without penalty. Or they have "axehands" that act like natural attacks. Otherwise, I like it.

Demiurge out.
 

Another day, another slaad.

Copper Slaad
Medium Outsider (Chaos, Extraplanar)

Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 40ft, climb 40ft
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (2d4+2)
Full Attack: Bite +8 melee (2d4+2)
Space/Reach: 5ft/5ft
Special Attacks: Acidic blood, death throes
Special Qualities: Darkvision 60ft, fast healing 3, immunity to acid and sonic, resistance to cold 5, electricity 5 and fire 5, razor scales, spell-like abilities, spider climb, summon slaadi, trapfinding
Saves: Fort +7, Ref +10, Will +5
Abilities: Str 14, Dex 21, Con 14, Int 18, Wis 10, Cha 7
Skills: Climb +22, Craft (traps) +16, Disable Device +14, Escape Artist +14, Hide +16, Jump +13, Listen +9, Move Silently +16, Search +13, Spot +9, Survival +9 (+11 following tracks), Tumble +16
Feats: Ability Focus (acidic blood), Skill Focus (Craft (traps)), Stealthy
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair or brood (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7-12 HD (Medium-sized), 13-18 HD (Large)

This creature resembles a gangly humanoid toad about the size of a man. It is covered in copper-colored scales from head to toe, and its hands are small and nimble-looking.

One of the weakest of the slaad races, copper slaadi are skilled trap-makers who dislike combat.

Copper slaadi are mysterious and reclusive, and very few non-slaadi ever see them. Their products are all too well-known to the denizens of Limbo, however, and many githzerai monasteries have bounties for copper slaadi heads as high as or higher than those of gold slaadi. Most copper slaadi are in the employment of one or more slaad lords, but a few of them have been known to hire their services out to other chaotic beings, usually demons.

Copper slaadi speak Slaadi, Abyssal and Celestial.

Combat
Copper slaadi hate combat, and will usually use their spell-like abilities to flee from it, perhaps into an area defended by traps they have made. If cornered, however, they will fight using their sharp teeth, making sure to be surrounded so as to do more harm upon their (to them, inevitable) death.

Acidic Blood (Su): The blood of copper slaadi is a potent acid. Any time the copper slaad is struck by a piercing or slashing weapon, the weapon must make a Reflex save (DC 17) or be entirely consumed in the acid. A weapon that saves successfully still takes 3d4 points of acid damage. The save DC is Constitution based.

Death Throes (Su): When a copper slaad is reduced to -10 or fewer hit points (killing it), its body explodes in a burst of acid and razor scales. Every creature within 60ft of the slaad must make a Reflex save (DC 15 half) or take 4d6 points of slashing damage and 4d6 points of acid damage. The save DC is Constitution based.

Razor Scales (Ex): The disc-shaped scales of a copper slaad are very sharp. Any creature grappling a copper slaad automatically takes 1d6 points of slashing damage each round the grapple is maintained.

Spell-like Abilities: At will- jump, protection from law 1/day- dimension door, passwall, telekinesis (DC 13). Caster level 6th.

Spider Climb (Sp): The copper slaad is continually under the effect of spider climb, as the spell, allowing it to climb vertical surfaces and even upside-down.

Summon Slaadi (Sp): Once per day, a copper slaad can attempt to summon another copper slaad with a 40% chance of success. This is the equivalent of a 3rd level spell.

Trapfinding (Ex): Copper slaadi can use the Search skill to find traps with a Search DC higher than 20, and can use the Disable Device skill to disable magic traps.

Skills: Copper slaadi have a +8 racial bonus to all Climb checks, and they can always choose to take 10 on a Climb check, even if rushed or threatened. They use their Dexterity modifiers in place of Strength for all Climb checks.

Demiurge out.
 

demiurge1138 said:
I assume that the mechanical slaadi have some sort of special ability to allow them to wield two battleaxes without penalty. Or they have "axehands" that act like natural attacks. Otherwise, I like it.

Demiurge out.

Natural attacks and they are always active (shocking). Actually meant to insert a paragraph about that. The bone from the elbow down (one long single piece), if removed and dried, can be used as a permanent nonmagical +1 shocking burst battleaxe, albeit a Large one. Sort of like the natural enhancement of bonus certain materials.
 

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