Slaad-a-palooza!

Great book.

Good stuff. How about actually doing the Slaad Lords? I need Hue (Rennbuu). I was going to use a medium-sized prismatic slaad (and I might still). They need to be done for the Creature Catalog and you seem the best candidate. I have done some of my own over time (see my thread about Bael, Caarcrinolaas, Glasya, and Melchon for my work).

Oh, and what about an undead slaad? Or an antimagic slaad? A dream slaad? A pseudonatural slaad?

How about a slaad to go with the life slaad. Could create a whole group of them. One could have paladin-like abilites (see Dragon #310). I should stop now.

Sorry about the messed up chart. It did not format right.
 

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The Holy Slaad.

What do you think? I am going to do the antimagic slaad next.

Holy Slaad
Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 20d8+100 (190 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 36 (+12 Armor, +1 Dex, + 6 Insight, +7 Natural) touch 17, flat-footed 35
Base Attack/Grapple: +20/+25
Attack: Slam +25 melee (2d4+5)
Full Attack: 2 slams +25 melee (2d4+5), bite +22 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Smite law 7/day, spell-like abilities, summon slaad
Special Qualities: Aura of courage, break enchantment 5/week, change shape, damage reduction 15/good and lawful, darkvision 60 ft, divine grace, divine guard, divine health, fast healing 10, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5, telepathy 100 ft
Saves: Fort +23, Ref +21, Will +22
Abilities: Str 20, Dex 16, Con 21, Int 20, Wis 18, Cha 23
Skills: Concentration +28, Craft (armorsmithing) +28 (+30 with related Appraise checks), Diplomacy +33, Handle Animal +29, Heal +27, Knowledge (nobility and royalty) +28, Knowledge (religion) +28, Listen +27, Ride +28, Search +28, Spot +27, Sense Motive +27, Survival +27 (+29 when tracking)
Feats: Combat Casting, Divine Might, Empower Spell-like Ability (cure critical wounds), Extra Smiting, Knight of Stars (B), Multiattack, Power Attack, Track
Environment: Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 20
Treasure: Double standard
Alignment: Always chaotic good
Advancement: By character class (see below)

This lean quick-looking bipedal frog-like creature appears enduring and powerful. Its skin is bright platinum and looks smooth. Its majestic mane of golden hair flows down its back. It is adorned in regal full plate with no helm.

Only those well-trained in the ways of the planes are aware of the existence of a small but growing order of slaadi that have completely forsaken the evil ways of their chaotic brethren. Created by an ancient life slaad, the order has grown a hundredfold in the centuries since he left Limbo for the Heroic Domains of Ysgard. After a time, he came to the Olympian Glades of Arborea where he befriended a powerful Eladrin who taught him what it truly means to be Chaotic Good.

Holy slaadi are created when a life slaad that has reached 20 Hit Dice views Morwel, Queen of Stars, for the first time. If the life slaad chooses, it can swear an oath to uphold what it means to be Chaotic Good. It loses its Gaze of Wrath, its heart tranquil after viewing the Queen. In return, the life slaad becomes a powerful champion for the forces of Good.

Holy slaadi are as arrogant as any of their kind, but are also benevolent and kind. They uphold a paladin-like ethos. They journey to other planes to champion the cause of Good and defend the weak from tyrants. Holy slaadi speak Abyssal, Celestial, Common, Draconic, Infernal, and Slaad.

Combat

Holy slaadi only embrace combat against evil or lawful opponents. Otherwise, they are as calm and reserved as a slaad can be.

Aura of Courage (Su): A holy slaad is immune to fear (magical or otherwise). Each slaad within 10 feet of it gains a +4 morale bonus on saving throws against fear effects. This ability functions while the holy slaad is conscious, but not if it is unconscious or dead.

Break Enchantment (Sp): A holy slaad can produce a break enchantment effect, as the spell, five times per week.

Change Shape (Su): A holy slaad can assume any humanoid form as a standard action. In humanoid form, a holy slaad cannot use its natural weapons. A holy slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a holy slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Divine Grace (Su): A holy slaad gains a bonus equal to its Charisma bonus on all saving throws.

Divine Guard (Su): A holy slaad gains its Charisma bonus as an insight bonus to its Armor Class.

Divine Health (Ex): A holy slaad is immunity to all diseases, including supernatural and magical diseases.

Lay on Hands (Su): A holy slaad can heal wounds (its own or those of others) by touch. Each day it can heal a total number of hit points of damage equal to its Hit Dice x its Charisma bonus. A holy slaad may choose to divide its healing among multiple recipients, and it doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a holy slaad can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The holy slaad decides how many of its daily allotment of points to use as damage after successfully touching an undead creature.

Paladin Abilities: A holy slaad’s Hit Dice stack with its paladin levels for determining its caster level for spells and spell-like abilities, lay on hands, remove disease, smite evil, and turn undead abilities.

Smite Law (Su): A holy slaad adds its Charisma bonus to its attack roll and deals 1 extra point of damage per Hit Dice.

Spell-like Abilities: At will-animate objects, chaos hammer (DC 20), cure critical wounds, detect law, detect magic, dispel law (DC 22), fly, greater invisibility, halt undead (DC 19), heal mount, identify, magic circle against law, neutralize poison, prayer, remove disease, see invisibility, shatter (DC 18); 3/day-cloak of chaos (DC 24), undeath to death (DC 22), word of chaos (DC 23); 1/day-blade barrier, heal, whirlwind. Caster level 20th. The save DCs are Charisma-based.

Spells: A holy slaad casts spells as an 18th level paladin.

Typical Paladin Spells Memorized (4/3/3/2; DC 14 + level; Caster Level 9th): 1-bless weapon, divine favor, lesser restoration, read magic. 2-bull’s strength, owl’s wisdom, resist energy. 3-daylight, dispel magic, greater magic weapon. 4-holy sword, restoration.

Summon Slaad (Sp): Twice per day, a holy slaad may automatically summon 1-2 life slaad. Alternately, a holy slaad can summon a ghaele eladrin with a 60% chance of success. This is the equivalent of a 9th level spell.

Turn Undead (Su): A holy slaad has the supernatural ability to turn undead. It may use this ability a number of times per day equal to 3 + its Charisma modifier. It turns undead as a cleric of three levels lower than its Hit Dice would. A holy slaad receive a +2 synergy bonus on checks to turn undead.

Feats: Divine Might and Extra Smiting are from Complete Warrior. Knight of Stars is from Book of Exalted Deeds.

Possessions: +4 full plate.
 
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Man, what an awesome, awesome thread. My game is going to be very Slaad-centric, so this is great stuff that I can really use.

I'll be sure to post here if I use anything from this thread. (I'm sure I will).

But, what's missing is a Slaad swarm of newly born blue slaad. I'll see if I can work that up if I get a chance.
 

The antimagic slaad.

Behold the terror of the planes!

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) or disjoining touch +23 (see below)
Full Attack: 2 slams +23 melee (3d6+9), bite +18 melee (3d8+4; 18-20/x3) or disjoining touch +23/+18/+13 (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 Critical (bite), Improved Initiative, 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 takes –3 penalty on its Fort save to avoid implantation. The penalty is caused by the red slaad’s interaction with the antimagic and Constitution-based.

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 the antimagic slaad's reach. The field last a number of rounds equal to the antimagic slaad’s Constitution bonus.

Augmented Critical (Ex): The antimagic slaad’s bite threatens 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 as a standard action, 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. The save DC is Charisma-based and includes a +2 bonus from the Abilty 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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BOZ said:
rennbuu (3.0 stats) is in the CC. :)

I started a conversion when I saw the prismatic slaad and thought it would do nicely. I don't know about that version of Rennbuu anyway. I could never understand the 52 Hit Dice he had. Come to think of it, most of the slaad lords in the Creature Catalog have too many Hit Dice (compared too their companion demons and devils). Maybe a new thread to talk about it?

Consider Monte's versions in the BoVD. He made suitable challenges without huge Hit Dice.
 
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Wow. The attention this gets while I'm gone. I am personally impressed.
I like both the holy and the antimagic slaadi. And I pledge to write up a pseudonatural slaad soon.

Demiurge out.
 
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I said I'd do it soon. Even I didn't expect it this soon. Note that this critter also fulfills another request above...

Colorless Slaad
Small Outsider (Chaos, Evil, Pseudonatural)

Hit Dice: 17d8+68 (144 hp)
Initiative: +13
Speed: 100ft (20 squares), climb 60ft
Armor Class: 27(+1 size, +9 Dex, +7 natural), touch 20, flat-footed 27
Base Attack/Grapple: +17/+16
Attack: Tentacle +27 melee (1d6+3)
Full Attack: 6 tentacles +27 melee (1d6+3) and bite +22 melee (2d4+1 plus taint)
Space/Reach: 5ft/5ft (10ft with tentacles)
Special Attacks: Sneak attack +9d6, spell-like abilities, summon slaadi, taint
Special Qualities: Assume color, darkvision 60ft, DR 10/lawful and silver, evasion, fast healing 10, horrific appearance, immunity to sonic, improved uncanny dodge, resistance to acid 5, cold 5, electricity 5 and fire 5, transparent
Saves: Fort +14, Ref +19, Will +8
Abilities: Str 17, Dex 29, Con 18, Int 23, Wis 7, Cha 19
Skills: Climb +37, Escape Artist +29, Hide +44, Jump +25, Knowledge (any two) +26, Listen +18, Move Silently +29, Open Lock +29, Search +26, Sleight of Hand +29, Spot +18, Survival +18 (+20 following tracks), Tumble +31
Feats: Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Whirlwind Attack
Environment: Ever-Changing Chaos of Limbo or Far Realm
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 18-34 HD (Small), 35-51 HD (Medium-size)

The bizarre creature before you resembles a grotesque toad-like humanoid the size of a halfling from the waist up, although it walks on two massively muscled arms. The reason for this is apparent, as its lower body is a mass of hideous tentacles with harpoon-like barbs on their tips. The creature is almost perfectly transparent, although its organs can be seen within.

Colorless slaadi are vile, mean and incredibly intelligent slaadi that roam Limbo seeking creatures to mutate into warped versions of themselves.

Nobody is entirely sure how the colorless slaadi originated; perhaps they were the experimental creation of a particularly warped salad brooder, or perhaps they bear the mark of mutation of an alien creature of the Far Realm. But whatever their origins, their ties to The Nameless Plane are apparent, both from their stereotypical tentacles and their mad outlook. Colorless slaadi view all life as their playthings, to cruelly stalk before either killing and consuming them or changing them into monsters as depraved and horrid as themselves.

All colorless slaadi are geniuses, capable of great leaps of logic in order to solve problems. Unfortunately, these “problems” usually consist of innovative new ways to torture and manipulate potential victims. Colorless slaadi speak Slaad, Common and Abyssal, although many of them pick up new and exciting languages without difficulty.

Combat
Colorless slaadi believe in playing with their food, and as such like to prolong combat. They use their spell-like abilities to confuse and disorient a victim while using their Spring Attack feat to its highest potential, diving in and out of harm’s way. They prefer to initiate combat while in the form of another salad, just to watch the faces of their prey who think they know what to expect.

Assume Color (Su): Three times per day, a colorless salad may shapechange (as per the spell) into another slaad with as many or fewer Hit Dice. The colorless salad may maintain this form for up to four hours.

Evasion (Ex): If a colorless slaad makes a successful Reflex save against an effect that normally deals half damage on a successful save, it instead takes no damage. This ability does not apply if the colorless slaad is helpless.

Horrific Appearance (Ex): The exposed organs, writhing tentacles, and otherwise aberrant appearance of the colorless slaadi act to their advantage in combat. All creatures that can see a colorless slaad take a -1 morale penalty to all attack rolls made against it.

Improved Uncanny Dodge (Ex): Colorless slaadi are skilled at avoiding blows and are constantly alert to their surroundings. A colorless slaadi retains its Dexterity bonus to Armor Class even if flat-footed or fighting an invisible attacker, and cannot be flanked except by a rogue of 21st or higher level.

Sneak Attack (Ex): Anytime a colorless slaad’s target is denied its Dexterity bonus, or when a colorless slaadi flanks an opponent, the colorless slaadi deals an additional 9d6 points of damage on a successful melee attack. This is as the ability of a rogue.

Spell-like Abilities: At will- confusion (DC 18), chaos hammer (DC 18), crushing despair (DC 18), dimension door, haste, feeblemind (DC 19), rainbow pattern (DC 18), telekinesis (DC 19) 3/day- cloak of chaos (DC 22), dispel law (DC 19), greater magic fang, mind fog (DC 19) 1/day- mass hold person (DC 21), mislead (DC 20), power word: blind, word of chaos (DC 21) Caster level 17th.

Summon Slaadi (Sp): Once per day, a colorless slaad can attempt to summon 1d3 red or blue slaadi with a 40% chance of success. This is the equivalent of a 4th level spell.

Taint (Su): Three times per day, a colorless slaad can attempt to taint those it bites. If its bite attack misses, one taint attempt is wasted. If the bite hits, the victim must make a Fortitude save (DC 22) or transform into a lesser pseudonatural version of itself (see The Manual of the Planes or Tome and Blood). The new pseudonatural creature also becomes chaotic evil, and will not attack the colorless slaad that created them unless it attacks first. This transformation can only be cured by a carefully phrased miracle or wish spell. The save DC is Constitution based.

Transparent (Ex): A colorless slaad is see-through, making it difficult to hit. It has a 40% miss chance against all melee and ranged attacks. See invisibility has no effect on this miss chance, although true sight negates it.

Skills: A colorless slaad’s transparency gives it a +10 bonus to all Hide checks.
Colorless 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.
 

I did leave some features blank as I didn't know what level of power some of the things should be at, such as the page that drowning is in the DMG.
 

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