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Slaad-a-palooza!

Before I make another slaad I'm going give some feed back on the slaads.

I really like the jade Slaad, Nifft it's nice to know something psionic is out there. Demi, the copper one is also cool did you take ideas from the copper dragon?

Zeo, what happens when you do a template job is 1)you wind up with lots of creature being alike and not to much creativity being seen 2) errors like the mechanical slaad metioning the Gargolye (in magic immunity I think).

You also have a lot of *new* abilities such as construct metamorphosis, how does this happen and why and what changed? This could be answered by more flavor text. I'm not saying new abilities are bad, but the new rules can be confusing. Along with some that don't make sense IMHO like:

zeo_evil said:
An order’s wrath spell slows a gargoyle 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

Ignore that it says the wrong creature for a while and focus on why they slow it down and negate the damage reduction etc? Is it to make them less powerful?

Overall great ideas, well done just need some fine tuning, like mine did.
 

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The only idea I took from the copper dragon was the conceit that "copper = acid". And a bit of the appearance, with big disc-like scales. I was a bit stuck.

Demiurge out.
 

Okay?

Ferret said:
Before I make another slaad I'm going give some feed back on the slaads.

I really like the jade Slaad, Nifft it's nice to know something psionic is out there. Demi, the copper one is also cool did you take ideas from the copper dragon?

Zeo, what happens when you do a template job is 1)you wind up with lots of creature being alike and not to much creativity being seen 2) errors like the mechanical slaad metioning the Gargolye (in magic immunity I think).

You also have a lot of *new* abilities such as construct metamorphosis, how does this happen and why and what changed? This could be answered by more flavor text. I'm not saying new abilities are bad, but the new rules can be confusing. Along with some that don't make sense IMHO like:



Ignore that it says the wrong creature for a while and focus on why they slow it down and negate the damage reduction etc? Is it to make them less powerful?

Overall great ideas, well done just need some fine tuning, like mine did.


They where meant to be the Ravenloft slaadi somebody (?) asked for. I didn't want to do all of them, so I focused on the most interesting. They are all slaadi bound to a physical object, like a gargoyle, doll and and metal waste, in the case of the mechanical slaad. In that regard they are golem-like. They are essentially living constructs who can "change shape" or "alter self" like so many other slaad can. Instead the morph into a construct. The menchanical can shage shape to give itself hands if it needs them. The immunity to magic comes from their golem-like nature. Once they became a true species, the ability became pemanent (see the gargoyle slaad's text). Consider them a sub-slaad species, then. The spells reflect their nature. You would use lawful spells against a chaotic creature, right? So those spells interact with the slaadi in the same way similar spells interact with a golem. In all honesty, I don't even do flavor text for creatures I create at home. I do it for you guys to explain what I am thinking. I know what I am thinking, but you can't read my mind. I still do descriptions, though.

Besides, I thought I was being original.Tell me the antimagic slaad doesn't rule!

Oh. None of my stuff is "template" work. All done by hand,thank you very much.
 
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Couple more things.

Ferret, do you have the material I made my doll, gargoyle, and mechanical slaad from? Check out the Ravenloft Monstrous Compendium. I made v.3.5 abilities base on those monsters.

By templated language, I meant language from the Monster Manual, not language from a template. If we are making slaadi, then they should all have the same change shape ability, right?

Oh, and why wouldn't there be new abilities among the ultimate chaotic race. Some have different abilities like freeze. The mechanical slaad is filled with electrical energy. It has a power similar to barbed defense from the barbed devil. The doll slaad has spell-like abilities that confuse and charm their victims. The gargoyle slaad, well, is a gargoyle! But still.
 
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Ah, I was under the assumption that they had always been, basicly in there constuct shape, not a slaad that then changed into them. And by new abilites, I had intended it to be mechanics (not for the slaad but as an ability on it's own), but thats a long word, what sometimes happens is you get lots of different rules on one idea. I did realise that you meant language and not templates, but you have a few cases where you say (JFI) the gargoyle slaad is immune to magic, when you are talking about a different slaad. You are being original, but that can be hard to understand.

And when I said why are they effected differently by the spells I was under the assumption that absolutley all slaad would come under the same rule, if it was done by slaadiness.

Last piece of advice before I dig my hole any deeper: Have them have the construct qualities all the time, i don't know why but thats what I would do.

:)
 

Thought about it.

Ferret said:
Ah, I was under the assumption that they had always been, basicly in there constuct shape, not a slaad that then changed into them. And by new abilites, I had intended it to be mechanics (not for the slaad but as an ability on it's own), but thats a long word, what sometimes happens is you get lots of different rules on one idea. I did realise that you meant language and not templates, but you have a few cases where you say (JFI) the gargoyle slaad is immune to magic, when you are talking about a different slaad. You are being original, but that can be hard to understand.

And when I said why are they effected differently by the spells I was under the assumption that absolutley all slaad would come under the same rule, if it was done by slaadiness.

Last piece of advice before I dig my hole any deeper: Have them have the construct qualities all the time, i don't know why but thats what I would do.

:)
Not really changed into them, but the first one gets bound as a golem, them randomly mutates Construct Metamorphosis, then kills its creator and flees (see gargoyle slaad for details). After breeding true (in the case of the gargoyle), being spontaneously created (as the doll slaad), or being spawned by evil slaadi (as the mechanical), the creatures are flesh. The Construct Metamorphosis ability inverts to reflect their living nature.

You know, I thought about that, but it made them too strong (except in the case of the doll slaad). They are slightly weak as slaadi (see the dolll golem's combat numbers), but the immunity to magic really takes them up a notch. Golems are strong at any Challenge Rating. Imagine a golem with spell-like abilities! I don't think I would want to be on the receiving end of that! Ideally, the slaadi saves the ability for when it is being subject to things that a construct would be immune to. Imagine the looks on your players faces when the rogue scores a sweet sneak attack one round, then can't do it next round because the slaad did some weird thing that made it immune!

Rememeber that when you make a new creature, you balance against the NPCs presented in the Dungeon Master's Guide. The doll slaad came out too weak, so it got extra spell-like abilities to compensate. They are all on target for Challenge Ratings.

One more thing. Take a look at the skills I chose for each one. I put some thought into what I gave them. The doll slaad can disable the defenses of its victims. The gargoyle slaad can hide and move silently so well, it could be the perfect murderer. The mechanical slaad has skill that allow it to stand on buildings and ledges and that sort of thing. Would make a great d20 Modern monster in that regard.

Thoughts?
 
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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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And I opted to just get rid of Red Slaad. My party was just killing them like mentally retarded orcs. They weren't any challenge at all. I'd have to bump them up rather significantly to make them worth my time. I may modify them a bit with some templates, but I'll probably just abandon them altogether.
 

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