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Antimagic Slaad 2.0

Fixed a few problems. Corrections and other stuff. If you copied it before, do it again. Thought about just editing it, but wasn't sure anyone would notice!

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; 19-20/x2) or disjoining touch +23 (see below)
Full Attack: 2 slams +23 melee (3d6+9), bite +20 melee (3d8+4; 18-20/x3) or disjoining touch +23 (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 Initiative, Multiattack, 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 must succeed on a DC 19 Fort save to avoid implantation. The penalty is caused by the red slaad’s interaction with the antimagic and Constitution-based. The red slaad adds twice its Constitution modifier to the save DC for its Implant special attack.

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

Augmented Critical (Ex): The antimagic slaad’s bite 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, 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. A failed touch attack ruins the attempt. The save DC is Charisma-based and includes a +2 bonus from the Ability 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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Would they be of good alinment? Any ideas on my Beige slalad? Breath weapon damage? Any suggestion for the Mauve slaad?
 
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Answer.

Ferret said:
Would they be of good alinment? Any ideas on my Beige slalad? Breath weapon damage? Any suggestion for the Mauve slaad?

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. One thing I might suggest would be to change sand form into "has no discernable anatomy." 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. It should be Huge if you want to engulf. That way, you get the ogres and trolls. It should have the earth subtype. The breath weapon should be acid or corrosive sand (like super hot sand). Give it a burrow speed. Fix the advancement. Sand should cause blindness (DC 10 + 1/2 Hit Dice + Con modifier) for a number of rounds equal to its Constitution modifier. Remember that a (Su) ability is always a standard action that does not provoke, so you don't have to say it. More later.

What color is muave, anyway? My gut reaction would be something fey-like, thinking it a light blue color.
 
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For the Ravenloft crowd.

For the dark sort. I will work on more as time passes.

Gargoyle Slaad
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 26 (+2 Dex, +14 Natural) touch 12, flat-footed 24
Base Attack/Grapple: +13/+22
Attack: Claw +22 melee (3d6+9; 19-20/x2)
Full Attack: 2 claws +22 melee (3d6+9; 19-20/x2) and bite +19 melee (2d10+4) and gore +19 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, implant, slow, stunning cloak, summon slaad
Special Qualities: Construct metamorphosis, damage reduction 10/lawful and magic, darkvision 60 ft., fast healing 5, freeze, immunity to magic, immunity to sonic, low-light vision, resistance 5, cold 5, electricity 5, fire 5
Saves: Fort +13, Ref +14, Will +8
Abilities: Str 29, Dex 23, Con 21, Int 6, Wis 11, Cha 8
Skills: Hide +24, Jump +25, Listen +18, Move Silently +22, Search +14, Spot +18.
Feats: Cleave, Great Cleave, Improved Critical (claw), Multiattack, Power Attack.
Environment: Ever-Changing Chaos of Limbo or the Plane of Shadow
Organization: Solitary, pair, gang (3-5), pack (6-10) or wing (3-5 plus 5-16 gargoyles)
Challenge Rating: 13
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 14-20 HD (Large), 21-41 HD (Huge)

This bipedal toad-like creature looks monstrous, like a weathered granite sculpture with a horned head, demonic wings, and clawed hands.

Deep in the recesses of the Plane of Shadow hides a small demiplane of dread evil. The demiplane’s name has been lost to most people. Nevertheless, is still spoken quietly around the light of a barroom lantern by the handful of mortals who have escaped its all-encompassing evil.

The first gargoyle or granite slaad as they are known as outside of the demiplane, was shaped there, amid the many creations of a angry lich well known to the planes inhabitants, but unknown elsewhere. Searching for the ideal weapon to use against the oppressive vampire he was fighting, the lich bound a red slaad into a manufactured granite statue readied for use as a stone golem. The slaad’s body was disintegrated by the lich’s powerful spells and its soul distilled into a magical elixir. The statue was infused with the magical elixir. The resulting construct was unstable, but useful for its purpose. However, with time, things changed. No amount of magic could suppress the chaotic energies stewing within the construct. In a moment of feverish and reckless abandon, the slaad metamorphosed back into its natural form and implanted the lich’s poor apprentice. With time, the helpless would-be wizard was torn apart from within. The first gargoyle slaad was born. It retained the ability to metamorphose, but from a living creature to a construct instead of vice versa.

The gargoyle slaad are cruel and malicious. They enjoy the hunt, but prefer the kill. They often dominate groups of gargoyles and use them as both food and mates, after a fashion. Gargoyle slaadi speak Slaad. A gargoyle slaad born from an implanted gargoyle speak Common and Terran.

Combat

The gargoyle slaads favorite tactic is to stand motionless atop the highest perch available and pounce on the unsuspecting. Most gargoyle slaadi will only metamorphose if they are successfully hit with a critical hit or a sneak attack or affected by a mind-affecting effect.

Construct Metamorphosis (Su): Once per day, a gargoyle slaad can metamorphose into a construct. While a construct, a gargoyle 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 gargoyle 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 gargoyle 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 gargoyle slaad is hard to destroy. It gains 20 bonus hit points. The gargoyle 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; SA Implant (DC 16), slow (6 rounds and DC 16), stunning croak (DC 16); SV Fort +8; Con –.

Freeze (Ex): A gargoyle slaad can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle slaad is really alive.

Immunity to Magic (Ex): A gargoyle 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 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.

Implant (Ex): A gargoyle slaad that hits with a claw attack can inject and egg pellet into the opponent’s body. The affected creature must succeed on a DC 21 Fortitude save to avoid implantation. The save DC is Constitution-based.

The egg pellet hatches into a gargoyle slaad.

Pounce (Ex): If a gargoyle slaad charges, it can make a full attack in the same round.

Slow (Su): A gargoyle slaad can use a slow effect, as the spell, as a free action once every 1d4+1 rounds. The effect has a range of 10 feet and a duration of 11 rounds, requiring a DC 21 Will save to negate. The save DC is Constitution-based.

Stunning Croak (Su): Three times per day, a gargoyle slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 20 Fortitude save or be stunned for 1d6 rounds. The save DC is Constitution-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.

Skills: A gargoyle slaad has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
 
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Beige slaad.

First off, I only did this because Ferret asked (sort of) and because I am home sick tonight. I don't mean any disrespect. Don't think I invented this, but I reworked it and fixed it. Sorry, man, but there where some mistakes here and there. Plus, it is always better to use "templated" language when you can. In other words, try to make it sound and feel like a creature from the Monster Manual. Engulf has a "templated" version and quicksand can be taken fron the Dungeon Master's Guide. Anyway, I hope you like it. Again, no offense. I think you will like it.

Beige Slaad
Huge Outsider (Chaos, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 10 ft., climb 30 ft., swim 40 ft.
Armor Class: 22 (+14 Natural -2 Size), touch 10, flat-footed 22
Base Attack/Grapple: +12/+26
Attack: Claw +16 melee (2d8+6)
Full Attack: 2 claws +16 melee (2d8+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, improved grab, sand spray, summon slaad
Special Qualities: Blindsight 30 ft., breathless, damage reduction 10/bludgeoning and lawful, darkvision 60 ft., immunity to sonic, low-light vision, quagmire, resistance 5, cold 5, electricity 5, fire 5, sand form
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 22, Dex 10, Con 19, Int 15, Wis 6, Cha 10
Skills: Bluff +15, Climb +16, Hide +7, Intimidate +17, Jump +21, Knowledge (arcana) +9, Listen +17, Move Silently +15, Search +21, Spot +17, Survival +13 (+15 following tracks), Swim +16, Use Magic Device +8
Feats: Athletic, Dodge, Endurance, Mobility, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Creature Rating: 12
Treasure: Standard coins; double gems; double items
Alignment: Usually chaotic neutral
Advancement: 13-18 HD (Huge), 19-29 HD (Gargantuan)

What you see in front of you is what seems like a perpetually falling pillar of quick sand, but as the 11-foot figure moves, the mire settles slowly into a large and spiky toad-like creature.

Within the ever-changing myriad of terrains and climates there exist many pools of quick sand, inside of these holes is where beige slaad spawn. They serve absolutely no purpose, and do not seem to care for there own lives, embracing self-nihilism.

The beige slaad stands about 11 ft., and weighs in at about 1,125 pounds. Its face is studded with sharp spikes that also surround its flattened head. It’s color as indicted by the name resembles the sand they make their lairs in, which usually have more then a few traps but oddly they do not seem to care who sets them off. Beige slaadi have a slight liking to things arcane. A beige slaad speaks Common, Slaad, and Terran.

Combat

Over years of study, some tacticians believe that the beige slaad, though it may seem mad, can use intelligent tactics; or it might simply be a coincidence. Beige slaad though intelligent lack any sense, expectedly they can go at combat with mad ferocity at some times and at others, they seem complete pacifists.

Breathless (Ex): Beige slaad do not breathe.

Engulf (Ex): A beige slaad can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The beige slaad merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slaad, but if they do so, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the slaad moves forward. Engulfed creatures are considered to be grappled and trapped within its body. The save DC is Strength-based.

Improved Grab (Ex): In order to use this ability, a beige slaad must hit an opponent with a claw attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals claw damage automatically every round it maintains the grapple.

Quagmire (Su): Three times per day, a beige slaad can create a 20 ft. square of quicksand from any natural, undressed earth or stone within 30 ft. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. The momentum of a charging or running character carries him or her 1d2×5 feet into the quicksand. Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description). Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Sand Form (Ex): A beige slaad has no discernable anatomy. It is immune to poison, sleep effects, paralysis, polymorph, and stunning. It is not subject to critical hits or flanking.

Sand Spray (Su): Cone of superheated sand 50 feet wide once every 1d4 rounds, damage 12d6 fire, Reflex DC 20. The save DC is Constitution-based.

Summon Slaad (Sp): Twice per day, a beige 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.

Skills: A beige slaad has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A beige slaad has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A beige slaad has a +4 racial bonus on Listen, Search, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of sand.
 
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Yeah, I'd say that if there were gem slaadi, they'd all be CN, like the rest of them. But personally, I'm slightly opposed to the idea. I'm also continually shocked at how much other people are doing now. Shocked and impressed.

Also, if I could "dibs" on the copper and platinum slaadi, I'd be much obliged.

Demiurge out.
 

Go for it.

This is just too much fun. I am doing an antire campaign using the monsters we are posting here.

Copper and platinum are yours! I have my hands full with my "construct" slaadi (for the Ravenloft crowd).
 

zeo_evil said:
This is just too much fun. I am doing an antire campaign using the monsters we are posting here.

Copper and platinum are yours! I have my hands full with my "construct" slaadi (for the Ravenloft crowd).

Does this mean I'll be seeing bone, corpse, mechanical and doll slaadi in the near future?

Demiurge out.
 

Some, not all.

demiurge1138 said:
Does this mean I'll be seeing bone, corpse, mechanical and doll slaadi in the near future?

Demiurge out.

Only doll and mechanical. Maybe blood too. The others would be too easy. Besides, that is just template work. If someone else want to see it, I guess I could do it, but if you have BoVD, then you could do it yourself if you wanted to.

Anyway, doll slaad on the way.
 

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