demiurge1138 said:Violet Slaad
Medium-sized Outsider (Chaos, Extraplanar)
Hit Dice: 18d8+108 (189 hp)
Initiative: +10
Speed: 30ft (6 squares), fly 60ft (good)
Armor Class: 30 (+6 Dex, +7 natural, +7 insight), touch 23, flat-footed 30
Base Attack/Grapple: +18/+22
Attack: Claw +22 melee (4d4+4) or +22 melee touch (spell) or +24 ranged touch (spell)
Full Attack: 2 claws +22 melee (4d4+4) or +22 melee touch (spell) or +24 ranged touch (spell)
Space/Reach: 5ft/5ft
Special Attacks: Creation, decomposition, spell-like abilities, spells, stabilize Limbo, summon slaad
Special Qualities: Darkvision 60ft, DR 15/lawful, fast healing 10, immune to sonic, instinctual defense, resistance to acid 5, cold 5, electricity 5 and fire 5, uncanny dodge
Saves: Fort +17, Ref +17, Will +18
Abilities: Str 19, Dex 22, Con 22, Int 20, Wis 24, Cha 24
Skills: Appraise +26, Bluff +28, Concentration +27 (+31 for casting defensively), Diplomacy +11, Hide +27, Knowledge (arcana, planes) +26, Intimidate +30, Listen +28, Move Silently +27, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +28 (+30 when tracking, +30 on other planes, +32 when tracking on other planes)
Feats: Augment Summoning, Combat Casting, Dodge, Extend Spell, Improved Initiative, Mobility, Spell Focus (conjuration)
Environment: Ever-Shifting Chaos of Limbo
Organization: Solitary
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 19-27 HD (Medium-sized), 28-54 HD (Large)
Creation (Su): Three times per day, a violet slaad can spend one minute concentrating (as if casting a spell with a duration of one minute) and create up to 300 cubic feet of non-living matter. This matter is permanent on Limbo, but vanishes if brought off plane. Alternatively, they can create up to 100 cubic feet of living plant matter, or any creature with a Challenge Rating of 5 or less. Creatures created in this fashion always have the anarchic template (see Manual of the Planes).
Decomposition (Su): Once per day the violet slaad may make a touch attack in order to utterly destroy an opponent. An opponent touched must make a Fortitude save (DC 26) or be killed and reduced to their basic components (a few gases, a pile of dust, and water in most cases). A creature killed in this fashion may not be raised, resurrected or reincarnated; only a wish or miracle spell may bring them back to life, and even such potent magic has a 50% chance of failure.
Instinctual Defense (Ex): A violet slaad gains their Wisdom bonus as an insight bonus to Armor Class.
Spell-like Abilities: At will- chaos hammer(DC 21), detect thoughts (DC 19), dispel law (DC 22), finger of death (DC 24), fireball (DC 20), identify, magic circle against law, passwall, see invisibility, telekinesis (DC 22), tongues 3/day- animate objects, cloak of chaos (DC 25), great shout (DC 25), word of chaos (DC 24) 1/day- power word (blind) Caster level 18th. The save DCs are Charisma based.
Spells: A violet slaad casts spells as a 16th level sorcerer.
Typical Sorcerer Spells Known (9/5/5/4/4/4/3/2/1, save DC 17+ spell level [18+ spell level for conjurations])
0- acid splash, dancing lights, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue. 1- grease, mage armor, magic missile, shield, true strike 2- bear’s endurance, fog cloud, Melf’s acid arrow, mirror image, web 3- displacement, haste, ray of exhaustion, suggestion 4- confusion, dimension door, Evard’s black tentacles, phantasmal killer 5- baleful polymorph, cloudkill, major creation, prying eyes 6- acid fog, greater dispel magic, mislead, true seeing 7- greater arcane sight, plane shift 8- maze
Stabilize Limbo (Su): As a free action at will once per round, a violet slaad can control a spherical section of Limbo with a 30ft radius. Usually, this takes the form of a platform of earth with an atmosphere of air, but it can change this to create, for example, a ball of fire with a small pocket of air and earth in the center. See pages 93-94 of The Manual of the Planes for more information on controlled and stabilized Limbo.
Summon Slaad (Sp): Twice per day, a violet slaad can automatically summon 2 gray slaadi, 2-4 coral or green slaadi, or 3-5 red or blue slaadi. This is the equivalent of an 8th level spell.
Uncanny Dodge (Ex): A violet slaadi retains its Dexterity modifier to Armor Class even if it is caught flat-footed or struck by an invisible attacker. Violet slaadi cannot be flanked, and cannot be sneak attacked by a flanking rogue unless that rogue is at least 22nd level.
Feats: The Augment Summoning feat applies to any slaadi the violet slaad summons using its summon slaad ability.
zeo_evil said:Well, I can't speak for demiurge, but I would say it is just fine as is. For consideration, a trumpet archon has a 12 hit dice, casts spells as a 14th level cleric, and is CR 14. Looking at the violet, its abilites (with the exception of decomposition and its spell-like abilities) don't really add up to much in combat, which is what CR is all about. Stabilize limbo is strong, but in relation to when and where a creature is fought, it holds no power outside of Limbo (which is what EL is all about). The other abilities mimic or can be duplicated by class features or spells (see Savage Species for more information on what I mean), so they sort of "come along" with the Hit Dice like a sorcerers class abilities. They don't add much. I disagree about the death slaad. Just think about mage armor, shield, bull's strength, blur, displacement, haste, etc., etc., It would all be in how you used the death slaad's spells. Consider greater invisibility while you use the spell-like ability implosion...
Thoughts?
demiurge1138 said:Looking back on it (sorry I've neglected this thread), I'd say that 18 (a boost of 1) would be enough to "balance" the violet slaad. But is it more powerful than a death slaad with sorc levels? Depends on how many. Personally, I'd say that sorcerer isn't a "favored class" for death slaadi (it usually isn't, unless the creature can already cast sorcerer spells), thereby giving it 2 levels per CR boost. Sounds about fair.
Demiurge out.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.