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Slaad-a-palooza!

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. After a century or so, a Jade Slaad goes off somewhere and, through strange rituals, undergoes a transformation into a Quartz Slaad.

Quartz Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 32 (+3 Dex, +15 Natural, +4 Armor), touch 13, flat-footed 29
Base Attack/Grapple: +11/+16
Attack: Bite +16 melee (2d6+7)
Full Attack: 2 claws +14 melee (1d6+2) and bite +16 melee (2d6+7)
Space/Reach: 5 ft./10 ft.
Special Attacks: Reach, 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 +11, Ref +12, Will +11
Abilities: Str 21, Dex 19, Con 16, Int 16, Wis 16, Cha 16
Skills: Climb +20, Concentration +18, Hide +19, Jump +20, Listen +18, Move Silently +19, Spot +18, Psicraft +18, Intimidate +18, Sense Motive +18, Tumble +19
Feats: Inertial Armor, Speed of Thought, Improved Initiative, Multiattack, Combat Reflexes
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 13-25 (Medium), 26-46 (Large)

The gangly, translucent creature before you gleams like a polished crystal statue. Sharp milky white teeth gleam like broken crystal shards in its wide frog-like mouth, and jagged claws sprout from the pads of its forelimbs.

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

Reach (Su): The amorphous form of a quartz slaad allows it to threaten and attack as though constantly under the effect of the Reach power (found in the Mind's Eye).

Psionics (Su): At will: Detect Psionics, Detect Thoughts, See Invisibility, Suggestion [Will DC 19], Cone of Sound [Ref DC 19], Displacement, Dimension Slide, Greater Biocurrent [Fort DC 19], Breath of the Dragon [Ref DC 21], Insanity [Will DC 29]

Change Shape (Su): A quartz can assume any Medium or Small humanoid form as a standard action. In humanoid form, a quartz slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A quartz 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 quartz slaad can attempt to summon 1d6 Red slaadi or 1d4 Blue slaadi, with a 60% chance of success. This ability is equivalent to a 5th-level spell.

-- N
 

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Keep it up.

Where have I been? Nice slaad. I don't use psionics much, so I will work on the quartz a little for my slaadi campaign. I did this one up for that purpose. I in no way say I came up with the jade slaad. All due respect. Just thought you might want to see the alternative I am using. Sort of sonic slaad nobody got around to making.

As far as my game goes, I have been doing fine against my party (4 6th level characters to start 8th level now). I have changed around some feats and redone some skills to make the challenge more apropriate for them. Tumble has helped somewhat. I've had them use their treasure against the players. For example, the red slaad they fought was wearing and using all of his treasure. i used a loophole to equip some of them with weapons. I created a slaadi racial weapon (like a dwarven urgrosh). It is an exotic weapon that "morphs" into different forms as needed. I'll post it later.

Oh, and by the way...the three-headed zombie slaad is due Sunday night. Look out folks, this one is going to tear it up!

Jade Slaad (much respect to Nifft)
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+18 (58 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 29 (+4 Armor, +2 Dex, +13 Natural, touch 12, flat-footed 27
Base Attack/Grapple: +9/+13
Attack: Bite +13 melee (2d6+4)
Full Attack: Bite +13 melee (2d6+4) and 2 claws +11 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, inertial armor, 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, Intimidate +14, Jump +16, Listen +14, Move Silently +15, Sense Motive +14, Spellcraft +14, Spot +14
Feats: Combat Expertise, Improved Initiative, Improved Trip, Multiattack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10-18 (Medium), 19-27 (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.

Change Shape (Su): A jade slaad 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.

Inertial Armor (Su): Jade slaadi can use psychic force to block and enemy’s blows. This ability gives them a +4 armor bonus to AC as long as they remain conscious. This is the equivalent of a 1st level spell.

Psionics (Sp): At will-chaos hammer (DC 16), charm monster (DC 16), detect magic, detect thoughts (DC 14), mind fog (DC 17), see invisibility, shatter (DC 14), shout (DC 16); 1/day-greater shout (DC 20), power word stun. Caster level 9th. The save DCs are Charisma-based.

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

Three-Headed "Zombie" Slaad

Three-Headed “Zombie” Slaad
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 18d8+108 (189 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 34 (+3 Dex, +22 Natural, -1 Size) touch 12, flat-footed 31
Base Attack/Grapple: +18/+30
Attack: Slam +25 melee (1d8+8)
Full Attack: 3 slams +25 melee (1d8+8), and 3 bites +25 melee (2d6+4 plus enegy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, negative energy burst, rend 3d8+16, spell-like abilities, stench, summon undead
Special Qualities: Damage reduction 15/lawful and slashing, darkvision 60 ft., fast healing 10, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, telepathy 100 ft., undead transmutation, unnatural aura
Saves: Fort +17, Ref +14, Will +13
Abilities: Str 27, Dex 17, Con 23, Int 8, Wis 14, Cha 22
Skills: Climb +29, Concentration +27, Intimidate +27, Jump +29, Listen +23, Search +20, Spot +23
Feats: Cleave, Combat Casting, Great Cleave, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-Like Ability (waves of fatigue)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 18
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)

“This creature looks malformed and tortured, as if naturally pieced together from an indeterminate number of creatures. It has three frog-like heads and three arms, two on the right and one on the left, a smaller useless arm beneath it. It has several small tails that of some fork-tailed diabolical creature, one a lion, and the other spiked creature. Its right leg actually looks to be two smaller legs somehow morphed and bandaged together and its left is much larger than it should be maybe as big as a giant’s should. Its flesh is sickly, but despite an appearance that makes the creature seem dead, its chest heaves and mucous drips from its face.”

Exceptionally rare, the three-headed “zombie” slaad is known only to those whose lives are lived in silence amid the centuries of time only undeath grants. They are guardians of a sort for the most chaotic and maniacal of liches, vampires, and worse.

Originally commissioned by the deity Talos and created by the deity Velsharoon, the three-headed “zombie” slaad was a test of loyalty of sorts for the up and coming Lord of the Forsaken Crypt. Talos, who sought to make certain the Vaunted One would keep his side of the lopsided bargain they had entered into, catapulted Velsharoon to godhood. The first three-headed “zombie” slaadi where created as a true undead slaadi and unleashed on the unsuspected people of Faerun.

With time, Velsharoon chafed under the watchful eye of Talos. In the end, he turned on Talos and allied with his greatest enemies against him. He changed his creation, the three-headed “zombie” slaad, into a living creature and forcibly entered into an agreement with the slaad lords to allow the creature to spawn from the Spawning Stone (see Manual of the Planes) in exchange for splitting the resulting slaadi evenly between them. In reality, Velsharoon takes far more of the three-headed “zombie” slaad than he lets on. The slaad lords are aware of this, and intend to do something about it once they determine the full extent of Velsharoon’s power. They have sought an alliance with Talos for this purpose. Talos has exploited this for his own ends. The number of slaadi seen on Faerun have doubled in recent weeks, especially in the Turmish area of the Vilhon Reach.

Most three-headed “zombie” slaadi enjoy combat. They use their negative energy burst and spell-like abilities derived from their link to the negative energy plane to frightening efficiency. Three-headed “zombie” slaadi speak Slaad.

Combat

Three-headed “zombie” slaadi relish physical confrontation. They use their spell-like abilities, particularly waves of fatigue, to weaken their foes before transmuting into undead creatures. Then, they turn the full force of their physical attacks against their foes. When possible, they will use their touch-based spell-like abilities, particularly chill touch, in melee combat.

Energy Drain (Su): Living creatures hit by a three-headed “zombie” slaad’s bite attack gain one negative level. The DC is 25 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the three-headed “zombie” slaad gains 5 temporary hit points.

Negative Energy Burst (Su): Once per day, a three-headed “zombie” slaad can use a standard action to create a negative energy burst that deals 18d6 points of damage to all living creatures within 20 feet. Living creatures are allowed a Reflex save DC 25 for half damage. The save DC is Charisma-based.

Rend (Ex): If a three-headed “zombie” slaad hits with all three claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d8+16 points of damage.

Stench (Ex): The stink of corruption and evil surrounding a three-headed “zombie” slaad is overwhelming. Living creatures within 10 feet must succeed on a DC 25 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same three-headed “zombie” slaad’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a three-headed “zombie” slaad at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Spell-Like Abilities: At will-chaos hammer (DC 20), chill touch (DC 17), detect magic, fear (DC 20), finger of death (DC 23), ghoul touch (DC 18), identify, invisibility, magic circle against law, see invisibility, shatter (DC 18), touch of fatigue (DC 16); 3/day-circle of death (DC 24), cloak of chaos (DC 26), enervation, inflict critical wounds (DC 20), waves of fatigue; 1/day-energy drain, harm (DC 22), waves of exhaustion. Caster level 18th. The save DCs are Charisma-based.

Summon Undead (Su): Twice per day, a three-headed “zombie” slaad can attempt to summon 1-2 greater shadows with a 60% chance of success, or 1-2 dread wraiths with a 40% chance of success. This ability is the equivalent of an 8th level spell.

Undead Transmutation (Su): Once per day, a three-headed “zombie” slaad can transmute into an undead creature. While undead, a three-headed “zombie” slaad loses its outsider traits, but gains undead traits. It has no Constitution score. It uses its Charisma modifier for Concentration checks. 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, and death effects. It is not subject to critical hits, nonlethal damage, ability drain, or energy drain. It is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Negative energy (such as an inflict spell) can heal a three-headed “zombie” slaad while it is undead. A three-headed “zombie” slaad still benefits from its fast healing special quality. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). A three-headed “zombie” slaad is not at risk of death from massive damage while it is undead, but when reduced to 0 hit points or less, it is immediately destroyed. It is not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect a three-headed “zombie” slaad. These spells turn it back into a living creature. The three-headed “zombie” slaad’s base attack bonus, saving throws, skill points, and feats are unaffected. The metamorphosis last for 9 rounds. The following changes to its statistics are in effect for as long as it remains undead: Medium Undead (Chaotic, Extraplanar); Hit Dice 18d12; hp 117; Fort +11; Con –.
 

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. After a century or so, a Jade Slaad goes off somewhere and, through strange rituals, undergoes a transformation into a Quartz Slaad. Several decades or centuries after that, a Quartz Slaad will sometimes sequester itself, and undergo dark rites which transform it into an Onyx Slaad.


Onyx Slaad
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 16d8 + 80 (152 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 36 (+5 Dex, +15 Natural, +4 Armor, +2 Insight), touch 17, flat-footed 29
Base Attack/Grapple: +16/+21
Attack: Mind-blade +22 melee (1d10+7, 17/x2)
Full Attack: Mind-blade +22/+17/+12 (1d10+7, 17/x2) and bite +16 melee (2d6+5)
Space/Reach: 5 ft./10 ft.
Special Attacks: Mind-blade, stun, reach, psionics, summon slaad, sneak attack +5d6
Special Qualities: Insight, change shape, darkvision 60 ft., DR 10/lawful, fast healing 5, immunity to sonic, low-light vision, resistance to acid 5, cold 5, electricity 5, fire 5
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 21, Dex 21, Con 21, Int 20, Wis 20, Cha 20
Skills: Climb +26, Concentration +26, Hide +26, Jump +26, Listen +26, Move Silently +26, Spot +26, Psicraft +26, Intimidate +26, Sense Motive +26, Tumble +26, Slight of Hand +26, Disguise +26
Feats: Inertial Armor, Speed of Thought, Improved Initiative, Combat Reflexes, Weapon Focus (Mind Blade), Improved Critical (Mind Blade)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: by character class

The gangly, jet-black creature before you gleams like a polished onyx statue. Sharp teeth glint like razor-thin obsidian shards in its wide frog-like mouth, its eyes shine darkly like fire opals lit with malice, and from one of its claw-like forepad a crackling white blade shimmers.

Psionic "gem" slaadi (and other slaadi) will often serve an Onyx slaad out of fear. Onyx slaad are sometimes found serving as assassins for powerful creatures, or working "freelance". They enjoy killing, and see mercenary service as simply getting paid to do what they'd probably do anyway.

Onyx slaad often take levels of Fighter, Ranger, Soulknife, Shadowdancer and/or Assassin.


Combat: Onyx slaadi prefer to kill foes stealthily, but will not shirk an open assault if they feel they greatly outmatch their opponents.

Mind-Blade (Su): As a move-equivalent action, an onyx slaad can create a semisolid blade 4 feet in length composed of psychic energy. As long as the slaad holds the blade, it is identical in all ways (except visually) to a bastard sword and deals 1d10 slashing damage. The blade can be broken [hardness 20, hp 35]; however, the onyx slaad can simply create another on its next move-equivalent action. The moment the slaad relinquishes its grip on the blade, it dissipates. Special: An onyx slaad may take levels in Soulknife even though it has no explicit power points. The slaad's mind-blade will never be downgraded in potency by taking Soulknife levels (e.g.: it will still deal 1d10 damage, even though the Soulknife description claims that it will deal 1d6 damage at 1st level). The slaad does not gain power points or new powers known from the Soulknife prestige class.

Stun (Su): By concentrating on its mind-blade, an onyx slaad may imbue it with disruptive energies. As a standard action, the onyx slaad makes a single attack with its mind-blade. If the attack succeeds, the target is stunned for 1d4 rounds [Fort DC 23 negates].

Insight (Su): An onyx slaad gains a +2 Insight bonus to AC, saves and all skill checks. This has already been factored into its stat block above. Thus, it effectively takes a -2 penalty to AC, saves and all skill checks in null psionic areas (and/or anti-magic zones).

Reach (Su): The amorphous form of an onyx slaad allows it to threaten and attack as though constantly under the effect of the Reach power (found in the Mind's Eye).

Change Shape (Su): An onyx slaad can assume any Medium or Small humanoid form as a standard action. In humanoid form, an onyx slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). An onyx 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 quartz slaad can attempt to summon 1d4 Jade slaadi or 1d3 Quartz slaadi, with a 40% chance of success. This ability is equivalent to a 7th-level spell.

Psionics (Su): Manifester level 16. At will: Burst, Detect Psionics, Detect Thoughts, Displacement, Dimension Slide, Negate Psionics, Amplified Invisibility, Brain Lock [DC 22], Mindwipe [DC 22], True Seeing, Recall Agony [DC 22], Trace Teleport, Divert Teleport, Teleport without Error. 3/day: Recall Death [DC 22], True Concussion [DC 22].

Conversion for Non-Psionic Campaigns: Psionics (Sp): Caster level 16. At will: Longstrider, Detect Magic, Detect Thoughts, Dispel Magic, Displacement, Dimension Door, Invisibility, Hold Person [DC 22], Modify Memory [DC 22], True Seeing, Greater Teleport. 3/day: Improved Invisibility, Finger of Death [DC 22], Disintegrate [DC 22].

-- N
 
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More.

Thank you for the conversion.

I chose Dash to replace Speed of Thought. I'll take out the mention of psionic classes for my use. Have you used any of my slaadi yet?
 

Even more!

Cruelty in kind. Revenge is a dish best served chaotic evil!

Shadow Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 8d8+24 (60 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 Dex, +9 Natural) touch 15, flat-footed 19
Base Attack/Grapple: +8/+14
Attack: Claw +14 melee (2d6+6)
Full Attack: 2 claws +14 melee (2d6+6) and bite +9 melee (2d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, partial incorporeality, plane shift, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +9, Ref +11, Will +6
Abilities: Str 23, Dex 21, Con 17, Int 12, Wis 10, Cha 17
Skills: Concentration +14, Hide +20, Knowledge (arcana) +12, Knowledge (the planes) +12, Listen +11, Move Silently +9, Search +12, Spellcraft +14, Spot +11, Survival +11 (+13 following tracks, +13 on other planes, +15 following tracks on other planes)
Feats: Dodge, Mobility, Spring Attack, Track (B)
Environment: Ever-Changing Chaos of Limbo or Plane of Shadow
Organization: Solitary, gang (2-5), or swarm (2-11)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 9-12 (Large), 13-24 (Huge)

This hulking monstrous creature seems to steal the light around it in the folds of its leathery black toad-like skin. It broad frog-like head has rows of razor-sharp black teeth and its hands end in jet-black blade-like claws. It seems at least partially immaterial.

Shadow slaadi are created when a blue slaad, cruel and domineering in its control over its inferior brethren, is double-crossed by those it rules. When such a revolt occurs, those responsible inevitably seek to hide the evidence.

Deep in the recesses of the Plane of Shadow hides a small demiplane of dread evil. The demiplane delights in matters of mutiny and revenge. It reaches out to the remains of the act and transports them to the Plane of Shadow where it reincarnates them as a shadow slaad.

Shadow slaadi are hateful and vengeful. They take no insult and bear no grudges for longer than the last few moments of the offender’s life. Shadow slaadi speak Common and Slaad.

Combat

Shadow slaad enjoy direct physical conflict, but prefer to attack from ambush, enjoying the fear it generates. With its versatile spell-like abilities, the shadow slaad has as many tactics as its alignment would indicate.

Partial Incorporeality (Su): At will, a shadow slaad can become partially incorporeal. While partially incorporeal, a shadow slaad has a partially physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 20% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). A partially incorporeal shadow slaad has only half its natural armor bonus (rounded down) but gains a deflection bonus equal to half of Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). A partially incorporeal shadow slaad’s attacks have a 20% chance to pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. While partially incorporeal, a shadow slaad has an additional +4 bonus on Move Silently checks. The following changes to its statistics are in effect for as long as it remains a partially incorporeal: Medium Outsider (Chaotic, Extraplanar, Incorporeal); Spd 30 ft. (6 squares), fly 15 ft. (perfect); AC 20, touch 16, flat-footed 15; Move Silently +13.

Spell-Like Abilities: At will-detect magic, shadow conjuration (DC 17), telekinesis (DC 18); 1/day-shadow evocation (DC 18), shadow walk (DC 19). Caster level 8th. The save DCs are Charisma-based.

Plane Shift (Su): A shadow slaad can shift from the Plane of Shadow to the Ever-Changing Chaos of Limbo or the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the plane shift spell (Caster level 13th).

Summon Slaad (Sp): Once per day, a shadow slaad can attempt to summon a blue slaad or a greater shadow with a 40% chance of success.

Skills: A shadow slaad has a +4 racial bonus on Hide and Move Silently checks, and an additional +4 bonus on Hide checks when it is concealed against a dark background or in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks. While partially incorporeal, a shadow slaad has an additional +4 bonus on Move Silently checks.
 
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zeo_evil said:
Thank you for the conversion.

I chose Dash to replace Speed of Thought. I'll take out the mention of psionic classes for my use.

What's Dash?

Speed of Thought grants +10 to movement... without that, he only goes 30 ft.

-- N
 

Much respect to Nifft for his gem slaadi. Non-psionic versions.

Much respect. Remeber I didn't create these. They are Nifft's gem slaadi. Just non-psionic for my campaign. I hope to share them for the benefit of everybody. Let me know what you think. The onyx slaad is the nastiest. How about amethyst or sapphire for the next one the "gem" line?

Jade Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+18 (58 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 29 (+4 Armor, +2 Dex, +13 Natural) touch 12, flat-footed 27
Base Attack/Grapple: +9/+13
Attack: Bite +13 melee (2d6+4)
Full Attack: Bite +13 melee (2d6+4) and 2 claws +11 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, inertial armor, low-light vision, resistance to acid 5, cold 5, electricity 5, and 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, Intimidate +14, Jump +16, Listen +14, Move Silently +15, Sense Motive +14, Spellcraft +14, Spot +14
Feats: Combat Expertise, Improved Initiative, Improved Trip, Multiattack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10-18 (Medium), 19-27 (Large)
The gangly, pale green creature before you gleams like a polished stone statue. Sharp green teeth shimmer in its wide frog-like mouth, and slender claws sprout from the pads of its forelimbs.
Change Shape (Su): A jade slaad 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.
Inertial Armor (Su): Jade slaadi can use psychic force to block and enemy’s blows. This ability gives them a +4 armor bonus to AC as long as they remain conscious. This is the equivalent of a 1st level spell.
Psionics (Sp): At will-chaos hammer (DC 16), charm monster (DC 16), detect magic, detect thoughts (DC 14), mind fog (DC 17), see invisibility, shatter (DC 14), shout (DC 16); 1/day-greater shout (DC 20), power word stun. Caster level 9th. The save DCs are Charisma-based.
Summon Slaad (Sp): Twice per day a jade slaad can attempt to summon 1-2 red slaadi or 1-2 blue slaadi with a 60% chance of success, or another jade slaad with a 40% chance of success. This ability is equivalent to a 5th-level spell.

Don't forget. Nifft's.

Quartz Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 32 (+4 Armor, +3 Dex, +15 Natural), touch 13, flat-footed 29
Base Attack/Grapple: +11/+16
Attack: Bite +16 melee (2d6+5)
Full Attack: Bite +16 melee (2d6+5) and 2 claws +14 melee (1d6+2)
Space/Reach: 5 ft./10 ft.
Special Attacks: Reach, psionics, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, inertial armor, low-light vision, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +11, Ref +12, Will +11
Abilities: Str 21, Dex 19, Con 16, Int 16, Wis 16, Cha 16
Skills: Climb +20, Concentration +18, Hide +19, Intimidate +18, Jump +20, Listen +18, Move Silently +19, Sense Motive +18, Spellcraft +18, Spot +18, Tumble +19
Feats: Combat Expertise, Improved Initiative, Improved Trip, Multiattack, Combat Reflexes
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 13-24 (Medium), 25-36 (Large)
The gangly, translucent creature before you gleams like a polished crystal statue. Sharp milky white teeth gleam like broken crystal shards in its wide frog-like mouth and jagged claws sprout from the pads of its forelimbs.
Change Shape (Su): A quartz slaad can assume any Medium or Small humanoid form as a standard action. In humanoid form, a quartz slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A quartz 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.
Inertial Armor (Su): Quartz slaadi can use psychic force to block and enemy’s blows. This ability gives them a +4 armor bonus to AC as long as they remain conscious. This is the equivalent of a 1st level spell.
Psionics (Su): At will-cure critical wounds, detect magic, detect thoughts (DC 15), dimension door, displacement, greater shout (DC 21), insanity (DC 20), scorching ray, see invisibility, suggestion (DC 16). Caster level 12th. The save DCs are Charisma-based.
Reach (Ex): The amorphous form of a quartz slaad allows it to threaten and attack as a Large creature.
Summon Slaad (Sp): Five times per day a quartz slaad can attempt to summon 1d6 red slaadi or 1d4 blue slaadi, with a 60% chance of success. This ability is equivalent to a 7th-level spell.

Don't make me remind you again! Nifft's.

Onyx Slaad
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 16d8+80 (152 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 34 (+4 Armor, +5 Dex, +15 Natural) touch 15, flat-footed 29
Base Attack/Grapple: +16/+21
Attack: Black blade of disaster* +22 melee touch (2d12, 18-20/x2, plus disintegrate) and/or bite +21 melee (2d6+5)
Full Attack: Black blade of disaster* +22 melee touch (2d12, 18-20/x2, plus disintegrate) and/or bite +21 melee (2d6+5) and 2 claws +19 melee (1d6+2)
Space/Reach: 5 ft./10 ft.
Special Attacks: Black blade of disaster*, reach, psionics, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, inertial armor, low-light vision, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 21, Dex 21, Con 21, Int 20, Wis 20, Cha 20
Skills: Climb +24, Concentration +24, Disguise +24, Hide +24, Intimidate +24, Jump +26, Listen +24, Move Silently +24, Sense Motive +24, Slight of Hand +24, Spellcraft +24, Spot +24, Tumble +26
Feats: Combat Expertise, Improved Initiative, Improved Trip, Multiattack, Combat Reflexes, Weapon Focus (black blade of disaster*)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 16
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class
The gangly, jet-black creature before you gleams like a polished onyx statue. Sharp teeth glint like razor-thin obsidian shards in its wide frog-like mouth, and its eyes shine darkly like fire opals lit with malice. Shimmering near one of its claw-like forepaws, is a crackling black planar rift about 3 feet long.
Change Shape (Su): An onyx slaad can assume any Medium or Small humanoid form as a standard action. In humanoid form, an onyx slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). An onyx 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.
Reach (Ex): The amorphous form of an onyx slaad allows it to threaten and attack as a Large creature.
Summon Slaad (Sp): Five times per day an onyx slaad can attempt to summon 1d4 jade slaadi or 1d3 quartz slaadi, with a 40% chance of success. This ability is equivalent to a 9th-level spell.
Psionics (Sp): At will-detect magic, detect thoughts (DC 17), dimension door, dispel magic, displacement, foresight, greater teleport, heroism, hold person (DC 22), invisibility, longstrider, modify memory (DC 22), true seeing; 5/day-black blade of disaster*; 3/day-finger of death (DC 22), greater invisibility. Caster level 16th. The save DCs are Charisma-based. *Magic of Faerun.

Black Blade of Disaster
Conjuration (creation)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create a a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting on the round you cast the spell. The blade makes a melee touch attack against a designated target once each round. Its attack bonus is your base attack bonus plus your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).
Anything hit by the blade takes 2d12 points of damage (bypassing the hardness of objects). The blade threatens on an 18-20 and is considered a magic weapon for the purpose of overcoming damage reduction. On a successful critical hit, the target suffers the effects of a disintegrate spell in addition to the normal damage from the blade. It can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it werer a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combantant get one. If the blade exceeds the its range or goes out of your line of sight, the spell ends. You may direct the blade to attack another target as a atandard action.
A gate spell can be used to counterspell a black blade of disaster (spell-like abilities cannot be counterspelled). A dimensional anchor spell cast on the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.

Nifft's. That should make Ferret happy. Just kidding.
 

Dash.

Nifft said:
What's Dash?

Speed of Thought grants +10 to movement... without that, he only goes 30 ft.

-- N
From Complete Warrior. Adds +5 feet in light or no armor. Best fit for a non-psionic Speed of Thought. Decided against it in the end. Figured there was no reason they couldn't go 40 ft. anyway (fast Medium biped).
 
Last edited:

3.0, feel free to convert to 3.5 if you wish


Lesser Slaad


Small Outsider (Chaos)

Speed: 30 ft
AC: 14 =10+1(dx)+3(nat)
Inish: +1 (dex)
Hit Dice: 2d8 + 4 (13 hp)
Face/Reach: 5x5/10
Attacks: +2 Slam
Damage: 1d4
Special Attacks: Summons Slaad,
Special Qualities: Fast Healing 2, Resistances
Attributes: Str: 10 dx 12 Cn 14 int 4 wis 12 cha 7
Saves; Fort +5, Rflx +4, Will +4
Feats: Weapon Focus: (Tongue)
Skills: Listen +6, Hide +6, Jump +16
Alignment Chaotic Neutral
Organization: solitary, cluster (4-12), train (8-20), or swarm (30-80)
Treasure: None
Terrain: Plane of Limbo/Any Land or Underground
CR: 1

Manyu scholars theorize that the Lesser Slaad is an evolutionary left-over from the time before slaad evolved their humanoid forms. This mottled, multicolored toad stands one foot high and is three feet long and two feet wide. It's ugly croaks sound something like a dying cow or bull. It's bulbous eyes stare at you blankly. It's wide mouth curves up at the corners, giving the impression that it is grinning. It's long muscular togue ends in ahrd knobby lump of bone and sinew, but you probably won't see that until it is too late.

Lesser Slaad like to follow around any other mobile things that are larger than them. Whether they do this instinctively or with intent is, at this time, unknown. Once one or two Lesser Slaad begin following someone or something it increases the odds that other lesser slaad will join in. Soon the character may have a veritable train of the creatures hopping after him. Generally they wil lflee if threatened and only fight if cornered or badly wounded, but there are excpetions to this. They will wait and follow until such time as the characters become severely wounded, stuck, or otherwise disabled. Then they will swarm forward for the kill, attacking with their tongues en mass and laying their eggs pellets in the carcass or carcasses, often fighting one another for the rights to particular corpses.

Combat:

When swarming together Lesser Slaad instinctively make use of the Aid Another action.

Resistances(ex): All slaad have acid, cold, electricity, and sonic resistance 5.

Summon Slaaad (Sup) Once per day a Lesser Slaad can attempt to summon 1d4-1 (no less than one) Lesser Slaad with a 56% chance of success.
 

Into the Woods

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