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Slaad-a-palooza!
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<blockquote data-quote="demiurge1138" data-source="post: 1192856" data-attributes="member: 7451"><p>Maybe, las, maybe. Although there <em>is</em> a red slaad, and I'd like to avoid doubling up.</p><p></p><p><strong>Wind Slaad</strong></p><p><strong>Small Outsider (Air, Chaos, Extraplanar)</strong></p><p><strong>Hit Dice: </strong> 5d8+10 (32 hp)</p><p><strong>Initiative: </strong> +10</p><p><strong>Speed: </strong> Fly 100ft (perfect) (20 squares)</p><p><strong>Armor Class: </strong> 20 (+1 size, +6 Dexterity, +3 natural), touch 17, flat-footed 14</p><p><strong>Base Attack/Grapple: </strong> +5/+1</p><p><strong>Attack: </strong> Bite +12 melee (1d6)</p><p><strong>Full Attack: </strong> Bite +12 melee (1d6)</p><p><strong>Space/Reach: </strong> 5ft/5ft</p><p><strong>Special Attacks: </strong> Air mastery</p><p><strong>Special Qualities: </strong> Darkvision 60ft, elemental durability, fast healing 1, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5</p><p><strong>Saves: </strong> Fort +6, Ref +10, Will +4 </p><p><strong>Abilities: </strong> Str 10, Dex 22, Con 15, Int 5, Wis 10, Cha 10</p><p><strong>Skills: </strong> Escape Artist +14, Hide +18, Listen +8, Move Silently +12, Spot +8</p><p><strong>Feats: </strong> Flyby Attack (B), Improved Initiative, Weapon Finesse</p><p><strong>Environment: </strong> Ever-Changing Chaos of Limbo</p><p><strong>Organization: </strong> Solitary, pair or mob (3-7)</p><p><strong>Challenge Rating: </strong> 4</p><p><strong>Treasure: </strong> Half standard</p><p><strong>Alignment: </strong> Usually chaotic neutral</p><p><strong>Advancement: </strong> 6-10 HD (Small), 11-15 HD (Medium-size)</p><p></p><p><em>This bizarre creature looks more like a horizontal column of air than a living thing, but its toad-like head with tiny, needle-like teeth belay it as a monster. The thing tapers into nothingness after about three feet. It changes colors rapidly as it moves, and the scent of cut grass and burning hair follows it as it moves.</em></p><p></p><p>Wind slaadi are the closest to a “pure” elemental that the elemental slaadi get, as it is little more than a puff of fanged air. They roam the perpetual skies of Limbo, darting through even the tightest obstructions with ease. They are savage creatures, often attacking travelers for no reason at all, and then streaking off into the plane before the creature becomes aware of its injuries.</p><p></p><p>Wind slaadi speak Slaadi in a hollow, whistling monotone, but it is exceedingly difficult to pin them down long enough to hold a conversation.</p><p> </p><p><strong>Combat</strong></p><p>Wind slaadi, if they actually decide to stay in a combat or if pursued, dash about madly, never staying in one place for any length of time. If seriously injured, they will use their ridiculous speed to fly away, recover from its wounds, and gather allies for a little bloodletting.</p><p></p><p><strong>Air Mastery (Ex): </strong> Airborne creatures take a –1 penalty to all attack and damage rolls made against a wind slaadi.</p><p></p><p><strong>Elemental Durability (Ex): </strong> Wind slaadi are without anatomy and almost without mass, and so are as difficult as an air elemental to injure. They are immune to poisons, stunning, sleep effects and paralysis. They also are incapable of being sneak attacked, flanked or critically hit.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1192856, member: 7451"] Maybe, las, maybe. Although there [I]is[/I] a red slaad, and I'd like to avoid doubling up. [B]Wind Slaad Small Outsider (Air, Chaos, Extraplanar)[/B] [B]Hit Dice: [/B] 5d8+10 (32 hp) [B]Initiative: [/B] +10 [B]Speed: [/B] Fly 100ft (perfect) (20 squares) [B]Armor Class: [/B] 20 (+1 size, +6 Dexterity, +3 natural), touch 17, flat-footed 14 [B]Base Attack/Grapple: [/B] +5/+1 [B]Attack: [/B] Bite +12 melee (1d6) [B]Full Attack: [/B] Bite +12 melee (1d6) [B]Space/Reach: [/B] 5ft/5ft [B]Special Attacks: [/B] Air mastery [B]Special Qualities: [/B] Darkvision 60ft, elemental durability, fast healing 1, immunity to sonic, resistance to acid 5, cold 5, electricity 5 and fire 5 [B]Saves: [/B] Fort +6, Ref +10, Will +4 [B]Abilities: [/B] Str 10, Dex 22, Con 15, Int 5, Wis 10, Cha 10 [B]Skills: [/B] Escape Artist +14, Hide +18, Listen +8, Move Silently +12, Spot +8 [B]Feats: [/B] Flyby Attack (B), Improved Initiative, Weapon Finesse [B]Environment: [/B] Ever-Changing Chaos of Limbo [B]Organization: [/B] Solitary, pair or mob (3-7) [B]Challenge Rating: [/B] 4 [B]Treasure: [/B] Half standard [B]Alignment: [/B] Usually chaotic neutral [B]Advancement: [/B] 6-10 HD (Small), 11-15 HD (Medium-size) [I]This bizarre creature looks more like a horizontal column of air than a living thing, but its toad-like head with tiny, needle-like teeth belay it as a monster. The thing tapers into nothingness after about three feet. It changes colors rapidly as it moves, and the scent of cut grass and burning hair follows it as it moves.[/I] Wind slaadi are the closest to a “pure” elemental that the elemental slaadi get, as it is little more than a puff of fanged air. They roam the perpetual skies of Limbo, darting through even the tightest obstructions with ease. They are savage creatures, often attacking travelers for no reason at all, and then streaking off into the plane before the creature becomes aware of its injuries. Wind slaadi speak Slaadi in a hollow, whistling monotone, but it is exceedingly difficult to pin them down long enough to hold a conversation. [B]Combat[/B] Wind slaadi, if they actually decide to stay in a combat or if pursued, dash about madly, never staying in one place for any length of time. If seriously injured, they will use their ridiculous speed to fly away, recover from its wounds, and gather allies for a little bloodletting. [B]Air Mastery (Ex): [/B] Airborne creatures take a –1 penalty to all attack and damage rolls made against a wind slaadi. [B]Elemental Durability (Ex): [/B] Wind slaadi are without anatomy and almost without mass, and so are as difficult as an air elemental to injure. They are immune to poisons, stunning, sleep effects and paralysis. They also are incapable of being sneak attacked, flanked or critically hit. Demiurge out. [/QUOTE]
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